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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172707</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172707"/>
		<updated>2012-06-04T19:49:29Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]].  Other options that would [[Technical tricks|improve framerate]] by deactivating features is now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at '''Dwarf Fortress/data/init/init.txt'''.&lt;br /&gt;
&lt;br /&gt;
==Default Settings==&lt;br /&gt;
{{gamedata|1=WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:YES]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
[PRINT_MODE:2D]&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
[SINGLE_BUFFER:NO]&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
[TRUETYPE:24]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
[ARB_SYNC:NO]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[ZOOM_SPEED:10]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172706</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172706"/>
		<updated>2012-06-04T19:24:53Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]].  Other options that would [[Technical tricks|improve framerate]] by deactivating features is now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at Dwarf Fortress/data/init/init.txt.&lt;br /&gt;
&lt;br /&gt;
==Default Settings==&lt;br /&gt;
{{gamedata|1=WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:YES]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
[PRINT_MODE:2D]&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
[SINGLE_BUFFER:NO]&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
[TRUETYPE:24]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
[ARB_SYNC:NO]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[ZOOM_SPEED:10]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172705</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172705"/>
		<updated>2012-06-04T19:15:53Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]].  Other options that would [[Technical tricks|improve framerate]] by deactivating features is now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at Dwarf Fortress/data/init/init.txt.&lt;br /&gt;
==Default Settings==&lt;br /&gt;
{{gamedata|1=WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:YES]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
[PRINT_MODE:2D]&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
[SINGLE_BUFFER:NO]&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
[TRUETYPE:24]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
[ARB_SYNC:NO]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[ZOOM_SPEED:10]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172704</id>
		<title>v0.34:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Init.txt&amp;diff=172704"/>
		<updated>2012-06-04T19:15:29Z</updated>

		<summary type="html">&lt;p&gt;Furlion: Adding in the new init.txt file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|20:33, 4 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing [[Technical tricks#Screen_sizes|screen size]], or enabling [[Tilesets]].  Other options that would [[Technical tricks|improve framerate]] by deactivating features is now contained in [[D_init.txt]].&lt;br /&gt;
&lt;br /&gt;
This file is located at Dwarf Fortress/data/init/init.txt.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|1=WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and tilesets from older DF&lt;br /&gt;
versions, but you should not copy anything else.  You should not, under any&lt;br /&gt;
circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:YES]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:80]&lt;br /&gt;
[WINDOWEDY:25]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_800x600.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:&amp;lt;number&amp;gt;, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.&lt;br /&gt;
&lt;br /&gt;
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
On a multi-core machine none of this is very likely to matter; stick to 2D.&lt;br /&gt;
&lt;br /&gt;
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.&lt;br /&gt;
&lt;br /&gt;
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.&lt;br /&gt;
&lt;br /&gt;
[PRINT_MODE:2D]&lt;br /&gt;
	Mode examples:&lt;br /&gt;
	 PRINT_MODE:2D&lt;br /&gt;
	 PRINT_MODE:TEXT&lt;br /&gt;
	 PRINT_MODE:FRAME_BUFFER&lt;br /&gt;
	 PRINT_MODE:PARTIAL:0&lt;br /&gt;
[SINGLE_BUFFER:NO]&lt;br /&gt;
&lt;br /&gt;
Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).&lt;br /&gt;
&lt;br /&gt;
[TRUETYPE:24]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.&lt;br /&gt;
&lt;br /&gt;
[ARB_SYNC:NO]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Use this to set how fast the game zooms.  The default corresponds to&lt;br /&gt;
increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[ZOOM_SPEED:10]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=165430</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=165430"/>
		<updated>2012-03-04T02:41:02Z</updated>

		<summary type="html">&lt;p&gt;Furlion: Update the Penny Arcade forum thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
{{Main page progress bar|DF2012|width=48em}}&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[v0.31:Main Page|Click here to view the main page for Dwarf Fortress version 0.31.25]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency. The wiki currently has '''{{Template:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page.&lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{!}} [[Main:Dwarf Fortress:About{{!}}About Dwarf Fortress]]&lt;br /&gt;
{{!}} [[cv:Installation{{!}}Downloading and Installing]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[cv:Quickstart guide{{!}}Fortress Mode Quickstart Guide]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[cv:Adventure mode quick start{{!}}Adventure Mode Quickstart Guide]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Dwarf fortress mode{{!}}Fortress Mode Reference]]&lt;br /&gt;
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{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Game development]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Troubleshooting{{!}}How do I get more help?]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
{{rounded info box|Playing Dwarf Fortress|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Dwarf fortress mode{{!}}Fortress mode]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Adventurer mode]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Legends]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[cv:Arena{{!}}The Arena]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Design strategies]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Local map features]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Bloodline_Games{{!}}Bloodline games]]&lt;br /&gt;
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{{!}}- &lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Fun]]&lt;br /&gt;
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{{!}}}&lt;br /&gt;
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{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Activity zone]]s&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Location]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Building]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Mining]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Creatures]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Noble]]s&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Designations Menu|Designations]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Rooms]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Economics]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Skill]]s&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Embark]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Starting build{{!}}Starting Build]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Farming]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Stockpile]]s&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Industry]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Workshop]]s&lt;br /&gt;
{{!}}}&lt;br /&gt;
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{{rounded info box|Articles by Category|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Buildings{{!}}Buildings]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width:50%&amp;quot; {{!}} [[:Category:Items{{!}}Items]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Dwarves{{!}}Dwarves]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Mods{{!}}Mods]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} style{{=}}&amp;quot;width:50%&amp;quot; {{!}} [[:Category:Interface{{!}}Interface]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:World{{!}}World]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} colspan{{=}}&amp;quot;2&amp;quot; {{!}} [[Special:Categories{{!}}All Categories]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
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{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} [[World generation]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Advanced world generation]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Technical tricks]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} [[Utilities]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} '''[[Known bugs and issues]]'''&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} [[System requirements]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Cheating]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Maximizing framerate]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Tilesets]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Modding]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
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{{grey rounded info box |Links|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}}- &lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Forums:&lt;br /&gt;
{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&amp;amp;t{{=}}19469&amp;amp;start{{=}}0&amp;amp;st{{=}}0&amp;amp;sk{{=}}t&amp;amp;sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/discussion/153867/dwarf-fortress-with-amazing-hd-graphics/p1{{=}}17714628 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&amp;amp;t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&amp;amp;boardID{{=}}3 French forum] ,[http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)],[http://www.dwarffortressforum.de German Dwarf Fortress Forum], [http://www.mspaforums.com/showthread.php?40907-Dwarf-Fortress-General-Chat-No-such-thing-as-too-much-magma MSPaint Adventures Thread]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Blogs:&lt;br /&gt;
{{!}} [http://www.bravemule.com/ Bravemule], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} [[IRC{{!}}IRC Channels]]:&lt;br /&gt;
{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Other Wikis:&lt;br /&gt;
{{!}} [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Useful Links:&lt;br /&gt;
{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Archives:&lt;br /&gt;
{{!}} [[23a:Main Page{{!}}v0.23.130.23a Wiki]]&amp;lt;!--&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;--&amp;gt;, [[40d:Main Page{{!}}v0.28.181.40d Wiki]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
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[[Category:Wiki]]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=133875</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=133875"/>
		<updated>2010-12-21T22:30:12Z</updated>

		<summary type="html">&lt;p&gt;Furlion: new penny arcade thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency. The wiki currently has '''{{Template:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[DF2010:Starting build|Starting Build]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[DF2010:Quickstart guide|Quickstart Guide]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[From Caravan to Happy Dwarves]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Furlion&amp;diff=133328</id>
		<title>User talk:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Furlion&amp;diff=133328"/>
		<updated>2010-12-09T17:29:46Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Military Tutorial=&lt;br /&gt;
Please ask any questions regarding my tutorial here. I also frequent the Penny Arcade forums and Dwarf Fortress forums under Furlion as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thoughts:  Maybe advise 1 member less than number in squad for training minimum.  Allows for rotation, sleep, drink, eat etc.&lt;br /&gt;
Also maybe have the beginner tutorial setup no food carried, since theres still a few lurking bugs in the military claiming rations (if following this the first becomes more important)&lt;br /&gt;
-Celem 9 Dec 2010&lt;br /&gt;
: Lowering the minimum number really depends on whether or not a danger room is going to be used. I will add in a section on whether you are going to use a danger room or not. I did not think of the food supply being an issue. I was unaware that there were bugs related to that. Thanks for the heads up and your feedback.--[[User:Furlion|Furlion]] 17:29, 9 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Furlion&amp;diff=132346</id>
		<title>User talk:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Furlion&amp;diff=132346"/>
		<updated>2010-11-25T03:22:46Z</updated>

		<summary type="html">&lt;p&gt;Furlion: Created page with '=Military Tutorial= Please ask any questions regarding my tutorial here. I also frequent the Penny Arcade forums and Dwarf Fortress forums under Furlion as well.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Military Tutorial=&lt;br /&gt;
Please ask any questions regarding my tutorial here. I also frequent the Penny Arcade forums and Dwarf Fortress forums under Furlion as well.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=132344</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=132344"/>
		<updated>2010-11-25T03:09:20Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Started playing DF around July 2009. Amazing game, especially to be available for free.&lt;br /&gt;
&lt;br /&gt;
=Military tutorial=&lt;br /&gt;
A brief tutorial for the new player. This is not intended to be comprehensive, just help you get a basic set of military instructions setup and running. Please feel free to ask some questions on my discussion page if you have any.&lt;br /&gt;
I am going to make a few assumptions here. First, I am using the Mayday pack which might have a few keybinding changes. I don't think there are but keep it in mind. Second, you need Dwarf Therapist to play this game beyond 20 or 30 dwarfs. So if you do not have it, check the wiki for the link under utilities. &lt;br /&gt;
==Preparing your dwarfs==&lt;br /&gt;
#Load up your fort and pause the game. Then load up Dwarf Therapist.&lt;br /&gt;
#Check your dwarves military skills and pick a group of dwarfs to use as guinea pigs for this grand experiment.&lt;br /&gt;
#I create a custom profession for my dwarfs called Military or Archer, depending on the obvious, with all of the labor skills cut off. Yes all of them. Technically this is not necessary but it helps get around some annoying glitches.&lt;br /&gt;
#Apply this profession to whichever dwarfs you want to use for your military. This makes them easier to find when scrolling through the list for assigning dwarfs to a squad.&lt;br /&gt;
If you aren't playing on Windows fear not! I will keep you poor heathens in mind. Instead of doing this using Dwarf Therapist just do it using the in game menus. It takes longer but still gets the job done.&lt;br /&gt;
==Creating a squad==&lt;br /&gt;
#Open up your {{k|n}}obles screen. Highlight militia commander and press {{k|enter}}. Scroll through your unit list and look from someone with some relevant skills (they should be at the top of the list). If no one has any skills I use hardest to pronounce name. If you followed my previous suggestion regarding a custom class use one your Military/Archer dwarfs. &lt;br /&gt;
#Go to your {{k|m}}ilitary screen and press {{k|c}} to create a squad. It will ask you for a uniform, choose none. The reason is that armor can get really complicated and this is a beginner setup. I will have a more advanced armor setup later. The Militia Commander is the default captain of the squad. Any subsequent squads can be made by pressing {{k|l}} with the commander's squad highlighted.&lt;br /&gt;
#To add members to your squads highlight the desired squad and press {{k|→}} to go to the Squad Position column. Then press {{k|↓}} to highlight a vacant position below the Militia commander. Then press {{k|→}} to move to the Candidate column.&lt;br /&gt;
#Highlight a dwarf you have designated as Military/Archer (or whoever you want) and press {{k|Enter}}. Repeat this until your squad is full (I am only going to use 1 squad for this tutorial) or you have selected all of your previously selected Military/Archer dwarfs.&lt;br /&gt;
#Press {{k|a}} to go to your alert screen. Go {{k|↓}} to highlight Active/Training. Press {{k|→}} to highlight your squad and press {{k|Enter}}. The letter A should appear beside your squad's name. The [CIV] tag on inactive means your civilians are set to that alert status.&lt;br /&gt;
==Scheduling==&lt;br /&gt;
#Now press {{k|s}} to go the Schedule screen. Scroll to the top month and press {{k|x}} to cancel orders then {{k|o}} to give orders.&lt;br /&gt;
#Press {{k|o}} to switch between orders until you see Train. &lt;br /&gt;
#Now this part is very important so pay attention. If you look at the bottom of the screen you will see where it says 10 Soldiers Minimum. This means that if there are less then 10 members they won't follow the order. If there are more then the minimum (and the minimum is below 10) then any extra troops will rotatin in and out. Use the corresponding keybind to decrease the number to however many people you have in the squad. Its {{k|+}} and {{k|-}} for me.&lt;br /&gt;
#Once you have setup the number of dwarfs to the exact number in your squad, press {{k|Shift}} and {{k|Enter}} to exit back to the Schedule screen.&lt;br /&gt;
#Use {{k|c}} and {{k|p}} to copy those orders and paste them year round.  &lt;br /&gt;
==Create a barracks and designate for training==&lt;br /&gt;
#Create a {{L|barracks}} by creating a bed,armor stand, or weapon rack at a {{L|carpenter's workshop}} and then building it in a 5X5 room. I chose 5X5 tiles arbitrarily but remember the larger the room, the more mechanisms and spears you need for a {{L|Danger_room|Danger Room}}.&lt;br /&gt;
#Set the task for it by hitting {{k|q}} from the main menu and highlighting the structure you built. &lt;br /&gt;
##If its a bed hit {{k|r}} to make it a bedroom and change the size to fill up the room it is in and hit {{k|Enter}}. Change it into a barracks by press {{k|b}}.&lt;br /&gt;
##If an Armor Stand or Weapon Rack just press {{k|r}} and adjust the size to fill the space of your choice and hit {{k|Enter}}&lt;br /&gt;
#If you have multiple squads highlight the squad you are using for this tutorial and hit {{k|t}}. Beside the name of your squad a {{k|T}} should appear indicating they will train at that barracks. Multiple squads can be assigned the same barracks. You can press {{k|q}} to make your squad store their equipment in this location.&lt;br /&gt;
==Archers==&lt;br /&gt;
The above will not work for archers. Instead just replace the barracks with an archery target. There are some caveats though.&lt;br /&gt;
&lt;br /&gt;
#You need one target per member of your archery squad. I recommend a 4 tile wide space around your archery target although I have tested and the gap does not seem to affect skill increase. &lt;br /&gt;
#You will need to supply ammo under the Military screen. As of right now don't bother setting only bone/wood bolts or arrows for training. Just make sure you have lots of metal on hand. If this is not possible, be aware that your dwarfs will only hold 1 type of ammo. So if they are training and then need to go kill something they must first run back and get ammo.&lt;br /&gt;
#Archers will not work with a danger room to train archery ,instead they will train hammers, so there is no way to speed up the process that I am aware of.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=132258</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=132258"/>
		<updated>2010-11-23T05:35:13Z</updated>

		<summary type="html">&lt;p&gt;Furlion: remove danger room text, added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal melee {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
You cannot assign a soldier to sparring, but instead {{l|schedule}} his or her squad to train, in a manner similar to enabling civillian [[labor]]s.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}. Open the  {{key|a}}lerts panel, then assign the squad to Active/Training (Or establish a more complex schedule of alerts). Now {{k|q}}uery the {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squad is set to be training, and has a place to train in.&lt;br /&gt;
&lt;br /&gt;
If a squad is set to Civilian Alert level, and has a designated training barracks, members of the squad will occasionally engage in Individual Combat Drills, but will be primarily focused on their civillian lives. A squad set to the default Alert/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civillian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
You can assign individual squads to train in different areas, so when trouble strikes they are already nearby, equipped, and prepared for battle. If you have 3 entrances into your fort, instead of having a central training area, you station a squad's barracks near each. You could also have your [[marksdwarves]] spar in a nearby archery tower while your elite fighters train near the front hall, and your novices train somewhere safely under the eyes of an accomplished [[teacher]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
'''As of version 31.12 and later, it seems that dwarves cannot(or are very unlikely to) hurt each other while sparring.'''&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Wooden crossbows substitutes as training hammers. Mace dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
&lt;br /&gt;
==Scheduling training==&lt;br /&gt;
Many players make the mistake of assuming that the Active/Training {{L|scheduling#Alert_Levels|alert}} sets your squad to train year round. However this is not the case. Instead it simply fills a squads {{L|schedule}} with the priority to train. That is, your soldiers will put on their uniforms and grab their weapons but they may continue to do jobs outside the military. In order to make them actually train you must do the following after setting their alert to Active/Training (or by scheduling Train under the schedule screen).&lt;br /&gt;
&lt;br /&gt;
#Designate a {{L|barracks}} from an item.&lt;br /&gt;
#Press {{k|q}} and highlight the item used to designate the barracks from.&lt;br /&gt;
#Select the squad you want to train in that particular barracks and press {{k|t}}. A &amp;quot;T&amp;quot; will appear beside the squads name in the menu.&lt;br /&gt;
#Multiple squads can be set to train in the same barracks. Whether or not this means they will train between squads is unknown{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Things to note: The default alert Active/Training requires 10 members of a squad to activate. This can be changed from the {{L|scheduling}} menu. Dead squad members used to stay in the squad, but as of 31.12 they are removed upon death. At that point another member must be appointed or the minimum number required to train lowered to accommodate the new squad count.&lt;br /&gt;
&lt;br /&gt;
== Optimal squad size ==&lt;br /&gt;
&lt;br /&gt;
Only one sparring match can be going on in any one {{L|squad}}&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=65154.msg1531967#msg1531967 source]&amp;lt;/sup&amp;gt;{{verify}}, so to get the most sparring done make your squads size 3 with a minimum of 2.&lt;br /&gt;
&lt;br /&gt;
== Training on Disarmed Prisoners ==&lt;br /&gt;
A somewhat less exploity and also very effective way of training your dwarves is letting them fight stripped prisoners while heavily armored and carrying training weapons themselves. &lt;br /&gt;
&lt;br /&gt;
See {{L|Cage#Remotely_Opening_Cages|Remotely Opening Cages}} for more information.&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military}}&lt;br /&gt;
&lt;br /&gt;
{{L|Danger_room|Danger Room}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=132257</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=132257"/>
		<updated>2010-11-23T05:33:51Z</updated>

		<summary type="html">&lt;p&gt;Furlion: remove danger room and put link to page in See Also link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
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:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
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::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
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:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
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=== version 31.12 ===&lt;br /&gt;
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I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
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== Injuries? ==&lt;br /&gt;
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Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;br /&gt;
::They are only &amp;quot;lightly tapping&amp;quot; each other with exceptional steel spears and masterwork steel battleaxes now. And doing actual sparring is slow but way faster than &amp;quot;individual combat drill&amp;quot;.--[[User:Another|Another]] 14:02, 19 September 2010 (UTC)&lt;br /&gt;
::: Oh yeah, I have seen the same, just that my dorfs are training with adamantine axes. At first I was like &amp;quot;SHIT&amp;quot; when my dorfs spar, cause I don't have a armorer yet, but they only tap each other, noone got any injurys yet.--[[User:Niggy|Niggy]] 11:39, 9 October 2010 (UTC)&lt;br /&gt;
:::: As the consensus seems to be that dorfs no longer hurt each other, I'm changing the page. [[User:Calite|Calite]] 14:04, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Danger Room==&lt;br /&gt;
There is currently a {{l|Danger_room|Danger Room}} article so I am going to remove the text and instead put a link the See Also links. --[[User:Furlion|Furlion]] 05:33, 23 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=131433</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=131433"/>
		<updated>2010-11-12T17:24:22Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
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&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
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::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:&lt;br /&gt;
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-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).&lt;br /&gt;
&lt;br /&gt;
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values.  For example, lower arms can be protected by body armor with UPSTEP &amp;gt;=2 as well as gloves with LBSTEP&amp;gt;=1.&lt;br /&gt;
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-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX.  Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads.  Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features.  This is both counter intuitive, and at odds with toady's comments on the subject.&lt;br /&gt;
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--[[User:Derigo|Derigo]] 05:15, 11 May 2010 (UTC)&lt;br /&gt;
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Whether or not we know the exact mechanics of the various STEPS, I have added them to the Armor Tables so we can at least have a reference to what armor has what. Also, they are now sortable by those #s, because that was really bugging me. &lt;br /&gt;
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Does anyone know what the BONE/LEATHER/ETC categories are tracking? Because I think it is a holdover from 40d, but I wasn't going to delete them until I knew for sure. --[[User:Flaede|Flaede]] 10:08, 20 August 2010 (UTC)&lt;br /&gt;
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=== wooden armor ==== &lt;br /&gt;
just curious -- how does it rate?&lt;br /&gt;
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==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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I don't understand something--in the example, you say you can get 2x socks, 2x high boots. But if high boots have size 25 permit 15, how do you get the second pair on? Wouldn't the third rule be violated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:74.104.157.229|74.104.157.229]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect he's accepting the fact that a dwarf has two feet - so he'd get one sock and one high boot on one foot, and one sock and one high boot on the other.  But that's just my interpretation - I don't try and optimize my fortress-mode armoring any better than &amp;quot;okay, high boots protect more than low boots, so I'll make those instead&amp;quot;. --[[User:DeMatt|DeMatt]] 07:41, 12 July 2010 (UTC)&lt;br /&gt;
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==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;br /&gt;
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Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.&lt;br /&gt;
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==Toga==&lt;br /&gt;
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC)&lt;br /&gt;
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC)&lt;br /&gt;
::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC)&lt;br /&gt;
:one possible reason could be that i'm still on 0.31.03, but i cant see that mattering too much - surely they didnt take any items out of that particular release which were in 40d, and then put it back in on 0.31.04? that'd be a bit bizarre.. but i cannot make robes or coats anywhere (i.e. not on the 'jobs' menu, or in the leatherworks, or in the clothier's). the list goes as such;&lt;br /&gt;
* leather armour (only in the leatherworks)&lt;br /&gt;
* dress&lt;br /&gt;
* shirt&lt;br /&gt;
* tunic&lt;br /&gt;
* toga&lt;br /&gt;
* vest&lt;br /&gt;
* cloak&lt;br /&gt;
* leggings (only in the leatherworks)&lt;br /&gt;
* trousers&lt;br /&gt;
* cap&lt;br /&gt;
* helm (only in the leatherworks)&lt;br /&gt;
* hood&lt;br /&gt;
* glove&lt;br /&gt;
* mitten&lt;br /&gt;
* sock (only in the clothier's (both materials))&lt;br /&gt;
* high boot (only in the leatherworks)&lt;br /&gt;
* shoe&lt;br /&gt;
very strange..--[[User:DJ Devil|DJ Devil]] 17:43, 28 May 2010 (UTC)&lt;br /&gt;
:The clothing objects you're able to make depend on your civilization - if you look, they're all in the raws. --[[User:Quietust|Quietust]] 18:00, 28 May 2010 (UTC)&lt;br /&gt;
::sorry, i dont quite understand. by 'civilisation', do you mean the race? i.e. goblin/human/dwarf? or do you mean specifically the settlement my town was created from? and in my raws it has robes and coats in the 'item_armor' file, along with togas, and the other stuff i CAN make.--[[User:DJ Devil|DJ Devil]] 18:15, 28 May 2010 (UTC)&lt;br /&gt;
:He does mean &amp;quot;specifically the settlement&amp;quot;, although the organization is not settlement-specific. Now that I look more closely, my leatherworks is missing &amp;quot;shirt&amp;quot; and &amp;quot;vest&amp;quot;, as is my clothier's shop. So yes, it varies depending on the civilization. You can get an idea of what your chosen civ has access to during the Embark phase. Just go to add a new item, and look at the Bodywear category. --[[User:DeMatt|DeMatt]] 19:46, 28 May 2010 (UTC)&lt;br /&gt;
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::I will edit the table to add togas and add a disclaimer about availability being based on civilization.  --[[User:PencilinHand|PencilinHand]] 16:50, 12 June 2010 (UTC)&lt;br /&gt;
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== Metal raws concerning armor ==&lt;br /&gt;
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What raws are related to how good a metal is as an armor material? [[User:Richards|Richards]] 21:23, 21 June 2010 (UTC)&lt;br /&gt;
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== Article quality ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;&lt;br /&gt;
Exceptional Quality Articles have ALL of the following characteristics: &lt;br /&gt;
&lt;br /&gt;
Is properly categorized &lt;br /&gt;
Has a decent amount of information (is &amp;quot;complete&amp;quot; for the purposes of new players looking for information&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Quality#Tattered#ixzz0vc6YZ2ES&lt;br /&gt;
&lt;br /&gt;
This article is mostly useless for a new play, badly formated for the information it does present, and utterly fails to give a wide range of information.  how can this be &amp;quot;exceptional?&amp;quot;&lt;br /&gt;
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[[Special:Contributions/152.91.9.144|152.91.9.144]] 05:52, 4 August 2010 (UTC)&lt;br /&gt;
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==Leather vs Chain vs Plate==&lt;br /&gt;
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Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as &amp;quot;leather&amp;quot;. Surely the &amp;quot;Armor Level&amp;quot; column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)&lt;br /&gt;
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== Human-sized armor ==&lt;br /&gt;
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Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., &amp;quot;large cap&amp;quot;, &amp;quot;large breastplate&amp;quot;?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?&lt;br /&gt;
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)&lt;br /&gt;
:Any armor/clothing that is labeled as &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; cannot be equipped; thus, gear worn by {{L|Human}}s, {{L|Troll}}s, and {{L|Kobold}}s is useful only for melting or for trading. {{L|Goblin}}s and {{L|Elf|Elves}} are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)&lt;br /&gt;
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== Adamantine dress and robe ==&lt;br /&gt;
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I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)&lt;br /&gt;
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== Changes in 0.31.17? ==&lt;br /&gt;
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I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)&lt;br /&gt;
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=126557</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=126557"/>
		<updated>2010-08-29T16:18:55Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
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&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
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:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
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:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
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::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
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:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
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::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
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::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
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:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
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::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
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:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
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::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Injuries? ==&lt;br /&gt;
&lt;br /&gt;
Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=125752</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=125752"/>
		<updated>2010-08-17T08:02:14Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Started playing DF around July 2009. Amazing game, especially to be available for free.&lt;br /&gt;
&lt;br /&gt;
=Military tutorial=&lt;br /&gt;
A brief tutorial for the new player. This is not intended to be comprehensive, just help you get a basic set of military instructions setup.&lt;br /&gt;
==Creating a military==&lt;br /&gt;
#Open up your {{k|n}}obles screen. Highlight militia commander and press {{k|Enter}}. Scroll through your unit list and look from someone with some relevant skills (they should be at the top of the list). If no one has any relevant skills, pick one by whatever method you prefer (I prefer hardest to pronounce name). &lt;br /&gt;
#Go to your {{k|m}}ilitary screen and press {{k|c}} to create a squad. It will ask you for a uniform, choose leather. It is a good starting point for a new squad. The Militia Commander is the default captain of the squad. Any subsequent squads can be made by pressing {{k|l}} with the commander's squad highlighted.&lt;br /&gt;
#To add members to your squads highlight the desired squad and press {{k|→}} and then {{k|↓}} to highlight a vacant position. Press {{k|→}} again to go to your dwarf select column. Highlight a dwarf and press {{k|Enter}}. Repeat this until your squad is full (I am only going to use 1 squad for this tutorial).&lt;br /&gt;
#Press {{k|a}} to go to your alert screen. Go {{k|↓}} to highlight Active/Training. Press {{k|→}} to highlight your squad and press {{k|Enter}}. The letter A should appear beside your squad's name. The [CIV] tag on inactive means your civilians are set to that alert status.&lt;br /&gt;
#We are done with the military screen for now so back out to the main screen. &lt;br /&gt;
==Setting up stations and routes==&lt;br /&gt;
#From there open your {{k|N}}otes/Points/Routes menu.&lt;br /&gt;
#Move the curser to a location of your choosing, somewhere out of harms way is preferred, and {{k|p}}lace a note. Give it a {{k|n}}ame, like say squad 1 station 1, or something equally creative, press {{k|Enter}} to finish naming it.&lt;br /&gt;
#Now move away from that location by changing z-levels or just moving away a few tiles. Use the above commands to make 2 more notes, named point a and point b that are about 5 tiles or so apart.&lt;br /&gt;
#Press {{k|r}} to switch over to the route menu. Press {{k|a}} to create a route and {{k|n}}ame it Route practice.&lt;br /&gt;
#Move your cursor near point point a and {{k|e}}dit your route. If your cursor is close enough to point a then it should blink and the name should be at the top of the route menu.&lt;br /&gt;
#With your cursor on point a {{k|a}}dd a waypoint. Now move your cursor near point b and repeat. A colored line should pop up between the two point showing that they are connected. Congratulations you have connected point a to point b.&lt;br /&gt;
==Create a barracks and designate for training==&lt;br /&gt;
#Create a barracks by creating a bed at a Carpenter's workshop and then building it in a 5X5 room ({{k|b}},{{k|b}} to designate a bed).&lt;br /&gt;
#Set the task for it by hitting {{k|q}} from the main menu. Hit {{k|r}} to make it a bedroom and change the size to fill up the room it is in and hit {{k|Enter}}. Change it into a barracks by press {{k|b}}.&lt;br /&gt;
#If you have multiple squads highlight the squad you are using for this tutorial and hit {{k|t}}. Beside the name of your squad a {{k|T}} should appear indicating they will train at that barracks. Multiple squads can be assigned the same barracks. Now press {{k|q}} so that your squad will train in their uniforms.&lt;br /&gt;
==Scheduling multiple activites within a single squad==&lt;br /&gt;
#Back out to the main menu and return to your military screen. Go to the {{k|s}}chedule menu.&lt;br /&gt;
#Highlight the squad you are interested in using {{k|←}} and {{k|→}}. Scroll up or down till you have the current month highlighted. It should say Train if you set your alert up as I said above.&lt;br /&gt;
#Press {{k|x}} to delete the current training order as we are going to be a bit more complicated.&lt;br /&gt;
#Assign the squad a new {{k|o}}rder. Press {{k|o}} until you see Train. Hit {{k|→}} and highlight your top squad member and hit {{k|Enter}}. They should now be selected. Press {{k|↓}} to highlight the second member and press {{k|Enter}} again. Then hit {{k|Shift}}+{{k|Enter}} to save the change.&lt;br /&gt;
#Assign another {{k|o}}rder. This time press {{k|o}} until Patrol route pops up. If you only have the one route made then it will automatically be selected. Otherwise scroll around until you find the desired route.&lt;br /&gt;
#Hit {{k|→}} again and just like before highlight and hit {{k|Enter}} on the 3rd and 4th member of the squad. They will now be patrolling the designated route. Hit {{k|Shift}}+{{k|Enter}} again.&lt;br /&gt;
#Give another {{k|o}}rder and scroll through until you see Station. This time station the 5th member of the squad at the lone point. Note that you can also station members at patrol route waypoints.&lt;br /&gt;
#Well it seems we forgot to assign orders to the remaining 5 dwarves. Not a problem! Press {{k|Tab}} and the cursor will highlight your training orders at the bottom of the screen. Use {{k|e}} to edit each order assigning the remaining dwarves however you would like to each position.&lt;br /&gt;
#This can be copied to each month by {{k|c}}opy and {{k|p}}asting over each month. Set them to go for the first 6 months of the year.&lt;br /&gt;
==Working with multiple squads==&lt;br /&gt;
#Try and create a second squad, and assign them the same rough pattern of training as the first. Copy and paste for the last 6 months of the year.&lt;br /&gt;
#For the months that are still set to the default of Train, highlight each and press {{k|x}}. Now you can give your military some much needed R&amp;amp;R.&lt;br /&gt;
#You can use the {{k|u}} key to change whether they stay in uniform or put their civilian clothes back on while inactive.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=125742</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=125742"/>
		<updated>2010-08-17T07:03:35Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
&lt;br /&gt;
::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125740</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125740"/>
		<updated>2010-08-17T06:40:49Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}, selecting the squad from the list, choosing to {{key|a}}lerts the selected squad, then assigning the squad to Active/Training (Or whatever you have named it). Back out of the military screen and press {{k|s}} for squads. Highlight the squad you want to train and make sure they are set to active by pressing {{k|t}}. It will cycle between active and inactive, make sure it is set to active. Now press {{k|q}} to highlight your {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate the barracks. Highlight which squad you wish to train and press {{k|t}} again. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squads should start to train.&lt;br /&gt;
&lt;br /&gt;
It may seem confusing at first, but there is a reason for all the hoops. Because of the way the system is setup you can assign individual squads to only train in certain areas. That way when trouble strikes they are already nearby. For instance if you have 3 entrances into your fort, instead of having a central training area you station a squad near each, with its own barracks. This insures quicker reaction times and hopefully fewer casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Mace and hammer dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
==Scheduling training==&lt;br /&gt;
Many players make the mistake of assuming that the Active/Training {{L|scheduling#Alert_Levels|alert}} sets your squad to train year round. However this is not the case. Instead it simply fills a squads {{L|schedule}} with the priority to train. That is, your soldiers will put on their uniforms and grab their weapons but they may continue to do jobs outside the military. In order to make them actually train you must do the following after setting their alert to Active/Training (or by scheduling Train under the schedule screen).&lt;br /&gt;
&lt;br /&gt;
#Designate a {{L|barracks}} from an item.&lt;br /&gt;
#Press {{k|q}} and highlight the item used to designate the barracks from.&lt;br /&gt;
#Select the squad you want to train in that particular barracks and press {{k|t}}. A T will appear beside the squads name in the menu.&lt;br /&gt;
#Multiple squads can be set to train in the same barracks. Whether or not this means they will train between squads is unknown{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Things to note: The default alert Active/Training requires 10 members of a squad to activate. This can be changed from the {{L|scheduling}} menu. Dead squad members used to stay in the squad, but as of 31.12 they are removed upon death. At that point another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. &lt;br /&gt;
== Danger Room ==&lt;br /&gt;
There is a method to train up your military to legendary skills with little interaction from the player. It involves the creation of a room, designated as a barracks, that is filled with weapon traps. The traps are loaded with wooden training weapons only, so they are not very dangerous. The traps are linked to a single lever set to repeat. As your military stands in the room, engaging in whatever training excercise they would normaly be doing, they will gain skill increases in other areas as well. So far the following skills have been confirmed to increase: armor user, dodge, shield user, and&lt;br /&gt;
weapons skills (see {{L|Combat Skill|here}} for more details on each). It should be noted that marksmen will increase their weapon skill as well, due to parrying the trap weapons with their crossbows. In order to build your own do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Create an area suitably large to hold your militia/training squad, but the smaller the better, by {{k|d}}esignating an {{L|armor stand}} or {{L|weapon rack}} and creating a {{L|barracks}}.&lt;br /&gt;
&lt;br /&gt;
2. Cover all of the floor tiles in {{L|Traps#Weapon_Trap|weapon traps}} loaded with a {{L|training weapon}} only. This part is what seperates highly trained dwarves from dwarves who are having too much {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
3. Link all of the traps to a single {{L|lever}} and set the lever to be pulled on repeat. &lt;br /&gt;
&lt;br /&gt;
4. Set your {{L|military}} to train in that room.&lt;br /&gt;
&lt;br /&gt;
Some words of caution. Any pets caught following their master into this room will be slaughtered. Whether this is a positive or negative feature will be left for the player to decide. Because the dwarves will be taking damage there is the possibility of death due to infection or a string of unlucky hits. It is however much more unlikely that a serious injury will occur. An infection could give your doctors some practice as well. &lt;br /&gt;
&lt;br /&gt;
Please see [http://www.bay12forums.com/smf/index.php?topic=63528.0 this link] for more information and verification.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military|DF2010:Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=125738</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=125738"/>
		<updated>2010-08-17T06:05:27Z</updated>

		<summary type="html">&lt;p&gt;Furlion: verify as of 31.12 you can select multiple burrows per squad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' (and eventually '''{{l|squads|squad}}''') screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
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This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The left/right keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
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All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
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The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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[[File:Military nobles 1.png]]&lt;br /&gt;
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See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
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[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
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[[File:Military positions 3.png]]&lt;br /&gt;
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Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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[[File:Military nobles 2.png]]&lt;br /&gt;
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See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
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[[File:Military positions 4.png]]&lt;br /&gt;
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I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
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We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
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The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
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The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
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[[File:Military alerts 1.png]]&lt;br /&gt;
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By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one and {{k|N}} to name them.&lt;br /&gt;
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[[File:Military alerts 2.png]]&lt;br /&gt;
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We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
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We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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[[File:Military equipment 1.png]]&lt;br /&gt;
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The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
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[[File:Military equipment 5.png]]&lt;br /&gt;
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I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
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===Assign Uniforms===&lt;br /&gt;
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[[File:Military equipment 2.png]]&lt;br /&gt;
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The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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[[File:Military equipment 3.png]]&lt;br /&gt;
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The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
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[[File:Military uniforms 1.png]]&lt;br /&gt;
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The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
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[[File:Military uniforms 2.png]]&lt;br /&gt;
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Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
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The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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[[File:Military supplies.png]]&lt;br /&gt;
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The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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[[File:Military ammunition 1.png]]&lt;br /&gt;
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The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
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We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
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In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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[[File:Military schedule 1.png]]&lt;br /&gt;
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The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
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[[File:Military schedule 2.png]]&lt;br /&gt;
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By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
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===Burrows, stations, and routes===&lt;br /&gt;
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Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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[[File:Military burrows 1.png]]&lt;br /&gt;
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I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
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[[File:Military burrows 2.png]]&lt;br /&gt;
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For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
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[[File:Military alerts 3.png]]&lt;br /&gt;
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Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
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[[File:Military stations.png]]&lt;br /&gt;
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Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
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[[File:Military routes 1.png]]&lt;br /&gt;
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Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{k|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
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[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
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===Give orders===&lt;br /&gt;
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[[File:Military giveorders 1.png]]&lt;br /&gt;
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The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
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[[File:Military giveorders 2.png]]&lt;br /&gt;
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We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
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[[File:Military schedule 3.png]]&lt;br /&gt;
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Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
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For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
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[[File:Military schedule 4.png]]&lt;br /&gt;
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There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
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[[File:Military giveorders 3.png]]&lt;br /&gt;
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The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
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[[File:Military schedule 5.png]]&lt;br /&gt;
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Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
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We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
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=Squads=&lt;br /&gt;
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:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
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The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
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===Move Order===&lt;br /&gt;
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'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
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===Attack Order===&lt;br /&gt;
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'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
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{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_interface&amp;diff=125737</id>
		<title>v0.31 Talk:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_interface&amp;diff=125737"/>
		<updated>2010-08-17T06:04:30Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
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&lt;div&gt;In the '''supplies tab''' - at least now in 31.03 - you can actually change these settings with the 4 upper right keys on the num pad - as is shown a little inconspicuously in the upper left pane of your screenshot too. Hope it works for you --[[User:Old Ancient|Old Ancient]] 02:12, 14 April 2010 (UTC)&lt;br /&gt;
:Yeah, I saw the keys, I just couldn't get it to work in 01 (haven't upgraded yet, waiting for the final bugfix). I'll change the text to reflect that though, thanks. --[[User:Retro|Retro]] 02:22, 14 April 2010 (UTC)&lt;br /&gt;
:: The final bugfix?? TINSTAAFBugfix[http://en.wikipedia.org/wiki/TINSTAAFL]. --[[User:Old Ancient|Old Ancient]] 03:09, 14 April 2010 (UTC)&lt;br /&gt;
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Another suggestion: In some places I think you need to point out in more detail where to navigate with what keys and cursors - for example it is easy to set civilians to an alert instead of the squad you wanted. But great work so far! --[[User:Old Ancient|Old Ancient]] 03:07, 14 April 2010 (UTC)&lt;br /&gt;
:Sounds good to me. I'll revise minorly for now and then look at it again after I've got this essay out of the way. --[[User:Retro|Retro]] 15:27, 14 April 2010 (UTC)&lt;br /&gt;
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Fantastic job! Thanks. [[User:Josiwe|Josiwe]] 01:41, 14 May 2010 (UTC)&lt;br /&gt;
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I verify that as of 31.12 you can indeed select multiple burrows, removing the verify tag now.--[[User:Furlion|Furlion]] 06:04, 17 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=125736</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=125736"/>
		<updated>2010-08-17T05:56:54Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Started playing DF around July 2009. Amazing game, especially to be available for free.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=125627</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=125627"/>
		<updated>2010-08-16T07:09:33Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
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:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
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:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
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::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
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:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
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::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
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::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
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:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
&lt;br /&gt;
::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125626</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125626"/>
		<updated>2010-08-16T07:04:32Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}, selecting the squad from the list, choosing to {{key|a}}lerts the selected squad, then assigning the squad to Active/Training (Or whatever you have named it). Back out of the military screen and press {{k|s}} for squads. Highlight the squad you want to train and make sure they are set to active by pressing {{k|t}}. It will cycle between active and inactive, make sure it is set to active. Now press {{k|q}} to highlight your {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate the barracks. Highlight which squad you wish to train and press {{k|t}} again. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squads should start to train.&lt;br /&gt;
&lt;br /&gt;
It may seem confusing at first, but there is a reason for all the hoops. Because of the way the system is setup you can assign individual squads to only train in certain areas. That way when trouble strikes they are already nearby. For instance if you have 3 entrances into your fort, instead of having a central training area you station a squad near each, with its own barracks. This insures quicker reaction times and hopefully fewer casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Mace and hammer dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
&lt;br /&gt;
== Danger Room ==&lt;br /&gt;
There is a method to train up your military to legendary skills with little interaction from the player. It involves the creation of a room, designated as a barracks, that is filled with weapon traps. The traps are loaded with wooden training weapons only, so they are not very dangerous. The traps are linked to a single lever set to repeat. As your military stands in the room, engaging in whatever training excercise they would normaly be doing, they will gain skill increases in other areas as well. So far the following skills have been confirmed to increase: armor user, dodge, shield user, and&lt;br /&gt;
weapons skills (see {{L|Combat Skill|here}} for more details on each). It should be noted that marksmen will increase their weapon skill as well, due to parrying the trap weapons with their crossbows. In order to build your own do the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Create an area suitably large to hold your militia/training squad, but the smaller the better, by {{k|d}}esignating an {{L|armor stand}} or {{L|weapon rack}} and creating a {{L|barracks}}.&lt;br /&gt;
&lt;br /&gt;
2. Cover all of the floor tiles in {{L|Traps#Weapon_Trap|weapon traps}} loaded with a {{L|training weapon}} only. This part is what seperates highly trained dwarves from dwarves who are having too much {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
3. Link all of the traps to a single {{L|lever}} and set the lever to be pulled on repeat. &lt;br /&gt;
&lt;br /&gt;
4. Set your {{L|military}} to train in that room.&lt;br /&gt;
&lt;br /&gt;
Some words of caution. Any pets caught following their master into this room will be slaughtered. Whether this is a positive or negative feature will be left for the player to decide. Because the dwarves will be taking damage there is the possibility of death due to infection or a string of unlucky hits. It is however much more unlikely that a serious injury will occur. An infection could give your doctors some practice as well. &lt;br /&gt;
&lt;br /&gt;
Please see [http://www.bay12forums.com/smf/index.php?topic=63528.0 this link] for more information and verification.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military|DF2010:Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93324</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=93324"/>
		<updated>2010-04-15T19:40:25Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperate&amp;diff=88714</id>
		<title>v0.31:Temperate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperate&amp;diff=88714"/>
		<updated>2010-04-10T04:02:19Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Temperate {{L|Climate|climates}} are those that are neither extremely hot nor extremely cold year round. Bodies of water and {{L|River|rivers}} on the surface will freeze during winter although the exact length of time will vary. When you embark the water may start out frozen and then thaw during the spring before refreezing during the next winter. Also the summer months do not get hot enough to cause surface pools of water to evaporate unlike the {{L|Climate|hot}} climate.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=88709</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=88709"/>
		<updated>2010-04-10T03:45:15Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Started playing DF around July 2009. Amazing game, especially to be available for free. &lt;br /&gt;
&lt;br /&gt;
== Current Forts==&lt;br /&gt;
Paintfeed - My first attempt at a fortress based off the tutorial found [http://afteractionreporter.com/2009/06/03/complete-dwarf-fortress-tutorials-in-one-big-pdf/ here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Projects==&lt;br /&gt;
Trying to help out around the wiki. Basically just clicking the Random Page link and going from there. Still new to this so if you have any suggestions/tips feel free to let me know. Also look over the changes I have made and see what I am doing wrong/right.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grackle&amp;diff=88708</id>
		<title>v0.31:Grackle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grackle&amp;diff=88708"/>
		<updated>2010-04-10T03:41:37Z</updated>

		<summary type="html">&lt;p&gt;Furlion: created the page. Still new so if you see some problems feel free to help out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Grackle'''&lt;br /&gt;
&lt;br /&gt;
A grackle is a small gregarious bird with a raucous call. It has a distinct blue and black iridescent plumage with yellow eyes, and is found in {{L|Temperate|temperate}} {{L|Biomes|grasslands}} and {{L|Biomes|savannas}}. It is a diurnal bird meaning it comes out mainly during the day. It is important to note that as of the current version all birds are also capable of swimming, in addition to the more obvious flying ability. Its young are called Grackle hatchlings and they are born one at a time. Since the Grackle is considered a {{L|Vermin|vermin}} it is not butcherable by default. However it can be caged and made into a {{L|Pet|pet}} with a value of 30 {{L|Currency|dwarfbucks}}. When slain it leaves behind a small pile of {{L|Refuse|remains}}. &lt;br /&gt;
&lt;br /&gt;
Has two attack types, bite and scratch, with bite being the main attack and scratch being secondary. Both attacks are considered edged and it can latch onto its opponent with the bite attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quiscalus-quiscula-001.jpg|The common grackle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_GRACKLE]&lt;br /&gt;
	[DESCRIPTION:A small gregarious bird, blue and black with yellow eyes, found in temperate pastures.]&lt;br /&gt;
	[NAME:grackle:grackles:grackle]&lt;br /&gt;
	[CASTE_NAME:grackle:grackles:grackle]&lt;br /&gt;
	[GENERAL_CHILD_NAME:grackle hatchling:grackle hatchlings]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:0:0:1]&lt;br /&gt;
	[PETVALUE:30][NATURAL][PET]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[SPEED:400]&lt;br /&gt;
	[PREFSTRING:raucous calls]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:100]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch at:snatches at]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:feathers:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:&lt;br /&gt;
         PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Site_finder&amp;diff=88569</id>
		<title>v0.31:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Site_finder&amp;diff=88569"/>
		<updated>2010-04-10T02:28:53Z</updated>

		<summary type="html">&lt;p&gt;Furlion: Updated for DF2010. Removed the 40d links to direct to current versions. Removed options no longer available in the site finder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The '''site finder''' is a feature introduced in Dwarf Fortress 0.28.181.39d. It is a menu added to the embark screen that helps you searching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2010_Site_finder.png||600px]]&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).&lt;br /&gt;
&lt;br /&gt;
A selection set to N/A will not influence the search, while a setting other than that does not guarantee a hit - it is quite possible that there is no 2x2 location with cave river, magma pool and chasm on your world map. The finder will then display a '''candidate''' that fits as many as possible of the selected settings in the desired size.&lt;br /&gt;
&lt;br /&gt;
The search will take into account the whole world map.&lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World generation|World Generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger the rectangle, the lower the FPS).&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same as the '''Benign, Neutral, Savage''' settings on the [[Regions|Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Evil ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings relate to the '''Good, Neutral, Evil''' designations on the [[Regions|Regions]] page.&lt;br /&gt;
&lt;br /&gt;
It also seems to be an average for the selected area: an area evenly divided between Good and Evil will show up on a search for &amp;quot;Medium&amp;quot;, while &amp;quot;Good&amp;quot; will usually turn up a predominantly good area.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for mountains/cliffs respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This corresponds{{verify}} approximately to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate|Climate]]).&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather|Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This, along with other factors, determines the terrain type to look for. High drainage areas include glaciers and deserts.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Flux|Flux]] stone.&lt;br /&gt;
&lt;br /&gt;
== Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an [[Aquifer|Aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River|River]].&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF2010_Site_finder.png&amp;diff=88557</id>
		<title>File:DF2010 Site finder.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF2010_Site_finder.png&amp;diff=88557"/>
		<updated>2010-04-10T02:20:43Z</updated>

		<summary type="html">&lt;p&gt;Furlion: Site Finder screen for DF2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Site Finder screen for DF2010&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Climate&amp;diff=88244</id>
		<title>40d:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Climate&amp;diff=88244"/>
		<updated>2010-04-09T18:39:48Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''(For creatures or items &amp;quot;being wet&amp;quot; when covered with water, see [[40d:Water#&amp;quot;Water covering&amp;quot;|Water]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climate''' in Dwarf Fortress is a temperature rating only; actual ground cover is called a [[40d:Biome|biome]].  In order from hottest to coldest, they are:&lt;br /&gt;
&lt;br /&gt;
=== Scorching ===&lt;br /&gt;
* Stagnant ponds dry up immediately.  [[40d:River|River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
=== Hot ===&lt;br /&gt;
* In dry biomes, stagnant ponds may evaporate during dry [[40d:season|season]]s (usually [[40d:summer|summer]]); be sure to dig out a [[40d:cistern|cistern]] before then if you lack a [[40d:river|river]].  As of 39a, ponds can now refill with the [[40d:rain|rain]], allowing more diverse climates to be settled.&lt;br /&gt;
&lt;br /&gt;
=== Warm ===&lt;br /&gt;
* (no effect)&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
* Surface pools and rivers will freeze for part of the year.  The length of freeze varies:  They may start out frozen, thaw sometime during [[40d:spring|spring]], and remain liquid until [[40d:winter|winter]], or they may start out liquid and freeze for only a month or so in winter.  If temperature is turned off, water cannot freeze or thaw.&lt;br /&gt;
&lt;br /&gt;
=== Cold ===&lt;br /&gt;
* Surface pools and rivers are usually frozen but usually thaw for a few months in each year.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
* Surface pools and rivers remain frozen throughout the year in a majority of maps; you must use a source of heat (such as [[40d:magma|magma]]) to obtain liquid [[40d:water|water]].&lt;br /&gt;
* If temperature is turned on, exposed [[40d:dwarves|dwarves]] and livestock may quickly freeze to death.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:Weather|Weather]]&lt;br /&gt;
[[Category:world]]&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60752</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60752"/>
		<updated>2010-01-10T02:36:08Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Started playing DF around July 2009. Amazing game, especially to be available for free. &lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
Paintfeed - My first attempt at a fortress based off the tutorial found [http://afteractionreporter.com/2009/06/03/complete-dwarf-fortress-tutorials-in-one-big-pdf/ here]&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60747</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60747"/>
		<updated>2010-01-10T02:17:49Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Furlion ==&lt;br /&gt;
Grad student and husband. Just got into Dwarf Fortress a few months ago. Introduced by the incredibly hilarious Boatmurdered LP.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60746</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60746"/>
		<updated>2010-01-10T02:16:31Z</updated>

		<summary type="html">&lt;p&gt;Furlion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test run. Lets see how much HTML I remember.&lt;br /&gt;
&lt;br /&gt;
== What does this do? ==&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60745</id>
		<title>User:Furlion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Furlion&amp;diff=60745"/>
		<updated>2010-01-10T02:14:48Z</updated>

		<summary type="html">&lt;p&gt;Furlion: Created page with 'Test run. Lets see how much HTML I remember.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test run. Lets see how much HTML I remember.&lt;/div&gt;</summary>
		<author><name>Furlion</name></author>
	</entry>
</feed>