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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-03T21:05:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=225737</id>
		<title>Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=225737"/>
		<updated>2016-07-25T07:41:38Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The first name &amp;quot;'''Urist'''&amp;quot; is generally accepted in the DF community as &amp;quot;the&amp;quot; generic dwarven name, and often used as a reference name if someone talks about a dwarf and doesn't have (or want to bother with) an actual name, similar to a Russian and &amp;quot;Ivan&amp;quot;.  This name is often, if not always, linked with a last name of 'Mc______', that includes some trait or his job, even though this is not a valid form for in-game dwarven names. The Mc refers to both the Scottish accents commonly given to dwarves in fantasy films and video games, and the stereotypes of Scots being drunk and violent, stereotypes also associated quite accurately with dwarves.&lt;br /&gt;
&lt;br /&gt;
For Example:&lt;br /&gt;
:Urist Mc[[Miner]] can't find his [[pick]]!&lt;br /&gt;
:It's time for Urist McUseless[[Nobles|Noble]] to have an [[unfortunate accident]].&lt;br /&gt;
:Urist McStupid [[Dodging|dodge]]d into the [[magma]].&lt;br /&gt;
&lt;br /&gt;
However, Uristocrat may be a better name for Nobles.&lt;br /&gt;
&lt;br /&gt;
Urist is the [[dwarven language|dwarven]] word for &amp;quot;dagger&amp;quot;. This is somewhat of a misnomer - dwarves really aren't that sharp...&lt;br /&gt;
&lt;br /&gt;
The origin of the name's popularity seems to be the tale &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=15572.0 One Dwarf Against the World],&amp;quot; a well-received narrative style account of a hermit fortress played in the 2D version.  That dwarf's full name was Urist Borushdumat (Raked-Roughness). Despite that dwarf having been female, the name is used for either gender of generic dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Urist''' is also the tongue-in-cheek term for the [[temperature]] units used by [[Toady One]]. It has since been adopted by players, and has expanded to be a unit of measurement for any dwarven measuring system.&lt;br /&gt;
&lt;br /&gt;
Typing Urist into the game Scribblenauts Unlimited creates a Dwarf.&lt;br /&gt;
&lt;br /&gt;
Immigrants in ''Papers, please'' are occasionally named Urist.&lt;br /&gt;
&lt;br /&gt;
Fun Fact:  Animals can be named Urist as well.&lt;br /&gt;
&lt;br /&gt;
Fun Fact 2: Dwarves CANNOT obtain the name Urist Uristurister. Whichever [[elf]] wrote that deserves a [[magma]] bath.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=219920</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=219920"/>
		<updated>2015-07-21T18:06:07Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:56, 2 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's '''currency''' is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C, key combination Alt + NumPad-15), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[Appraiser|trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilization, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilization. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins were intended for use with the [[dwarven economy]], but the economy was removed. In previous versions, [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure mode|Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory provided they have a suitable container on their person. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=219805</id>
		<title>Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=219805"/>
		<updated>2015-07-13T23:31:48Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Removed a warning possibly stemming from a misunderstanding of what the article is describing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:44, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-150%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Items that yield more than 100% can be used to increase the amount of a metal you have available by producing those items and then melting them down again as many times as required.  This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in him throwing severe tantrums when you start melting all his ☼masterwork☼ items, so you will need to disable your legendary armorer/weaponsmith while using the exploit, and make sure the skill levels don't get too high on the dwarfs making the items, to avoid creating masterwork items, or you will have tantrum spirals, fist fights, and/or lots of &amp;lt;s&amp;gt;useless junk&amp;lt;/s&amp;gt; valuable trade goods lying around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it makes sense to designate one smelter as &amp;quot;melting&amp;quot; smelter (or for one metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up an individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
If there are items in a container that you are melting, the items will be placed inside the smelter when the container is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).&lt;br /&gt;
&lt;br /&gt;
Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the &amp;quot;Material size&amp;quot; column instead of &amp;quot;Bars to make&amp;quot;, so if that number is larger, the efficiency will be reduced accordingly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[weapon|Weapons]] (made by Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Pick || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 1) || (1) || 1/25 || 0.1{{verify}} || '''''250%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Siege Equipment (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow head || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 4 || 1 || 1.2{{verify}} || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 5 || 1 || 1.5{{verify}} || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Mechanic)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || (3) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Armor]] (Armorsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Helm || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Low boot || 1 || 0.5 || 0.3 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| High boot || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 9 || 3 || 2.7 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[tool|Tools]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Pot || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Hive || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Blacksmith)&lt;br /&gt;
|-&lt;br /&gt;
| Anvil || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Bin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || (4) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cage || (6) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chair || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chest || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Crutch || (3) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Door || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Grate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Splint || (2) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Statue || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Table || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Chain || (4) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Trapper)&lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Other objects (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Flask || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Figurine || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%&lt;br /&gt;
|-&lt;br /&gt;
| Goblet || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument || (1) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Toy || (1) || 1 || 0.2{{verify}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Ring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Scepter || (1/3 to 1) || 1/3 to 1 || 0.2{{verify}} || 20% to 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.&lt;br /&gt;
&lt;br /&gt;
Metal bars are able to be melted and remade into half a bar at a smelter. (Melt 1 tin bar, return as 0.5 tin bar + experience.)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A number of items produce more metal when melted than they cost to produce.{{bug|6027}}&lt;br /&gt;
*Designating items to be melted from the [[stocks]] screen can cause a crash.{{bug|6431}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Engraving&amp;diff=219779</id>
		<title>DF2014 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Engraving&amp;diff=219779"/>
		<updated>2015-07-11T09:37:12Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Created page with &amp;quot; == Is defaming artwork common? ==  One of my engravers drew my mayor, surrounded by the thing he hates most: slugs. I can't shake the feeling that this is meant as some form ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Is defaming artwork common? ==&lt;br /&gt;
&lt;br /&gt;
One of my engravers drew my mayor, surrounded by the thing he hates most: slugs.&lt;br /&gt;
I can't shake the feeling that this is meant as some form of insult; a form of rebellion against the government. My question is: Do you get drawings like these?--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 09:37, 11 July 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=217941</id>
		<title>Toady One</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=217941"/>
		<updated>2015-05-08T11:18:17Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation&lt;br /&gt;
| dwarven = nod-lod&lt;br /&gt;
| elvish  = imadu-ena&lt;br /&gt;
| goblin  = ngusnog-toxu&lt;br /&gt;
| human   = budok-sive&lt;br /&gt;
}}&lt;br /&gt;
'''Toady One''' (or just '''Toady''') is the nickname used by Tarn Adams, co-designer and programmer of Dwarf Fortress.  He can be reached at [http://www.bay12games.com/about.html About Bay 12 Games] or the [http://www.bay12games.com/forum/ Bay 12 Games Forum].&lt;br /&gt;
&lt;br /&gt;
Tarn Adams has a Ph.D in Mathematics from Stanford University.  His dissertation was entitled ''[http://searchworks.stanford.edu/view/6058597 Flat Chains in Banach Spaces]''.&lt;br /&gt;
&lt;br /&gt;
In April 2009, Toady was adopted by [[Scamps]].&lt;br /&gt;
&lt;br /&gt;
The other designer is Zach Adams ([[ThreeToe]]), his older brother. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Quotes]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:TOADY_ONE]&lt;br /&gt;
	[NAME:toady one:toady one:toady one]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[SPEED:2900][NATURAL]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[PREFSTRING:coding]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067] &lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adamantine&amp;diff=217903</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adamantine&amp;diff=217903"/>
		<updated>2015-05-06T23:13:23Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Masterwork|23:22, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Adamantine|color=3:3:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
|wiki=Adamant}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ebsas&lt;br /&gt;
| elvish  = lire&lt;br /&gt;
| goblin  = kumo&lt;br /&gt;
| human   = medi&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is a rare, high-value [[metal]] which is impossibly lightweight, strong, and sharp. Adamantine is refined from raw adamantine, and can be woven into [[cloth]] or [[smelter|smelted]] into wafers, useful for making almost any item in the game. [[Armor]] and edged-[[weapon]]s made from adamantine are absurdly valuable and wonderfully effective.&lt;br /&gt;
&lt;br /&gt;
For more information on its whereabouts and other [[Fun]] information, see '''[[raw adamantine]]'''.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
Unlike what a player would expect, one does not simply make adamantine wafers directly from raw adamantine. You must first extract adamantine strands from the raw adamantine, and those are then processed into wafers or cloth.&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]] by a [[strand extractor]]. Strand extraction is an extremely tedious process for an unskilled laborer, making it potentially worthwhile to focus extraction experience on one or two individual dwarves. Extracted strands are considered a special metallic form of [[thread]], and after extraction can either be woven into adamantine cloth at a [[loom]] or smelted into adamantine [[bar|wafer]]s at a [[smelter]]; thankfully these tasks are performed just as quickly as other weaving and smelting jobs.&lt;br /&gt;
&lt;br /&gt;
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarf's workshops and stockpiles near the smelters and forges. Note that the strands of adamantine are stored in cloth/thread stockpiles.   When processing adamantine it is a good idea to smelt the strands into wafers as fast as possible, as your medical dwarves may use your valuable adamantine strands for [[suturing]] wounds, since to them, it's just another type of [[thread]].&lt;br /&gt;
&lt;br /&gt;
Adamantine cloth is used to make ultra high-value clothing, but it is no more resistant to [[wear]] than less exotic materials. Adamantine wafers are functionally identical to metal [[bar]]s and can be used to forge the full range of metal goods, but are far smaller in size, requiring about three times as many units of material per unit as regular metal bars:&lt;br /&gt;
* [[weapon token|Weapons]], [[armor token|armor/clothing]], and [[trap component token|trap components]] require the item's MATERIAL_SIZE in wafers/units of cloth&lt;br /&gt;
* Most types of furniture ([[door]], [[floodgate]], [[throne]], [[coffin]], [[table]], [[chest]], [[bin]], [[armor stand]], [[weapon rack]], [[cabinet]], [[statue]], [[anvil]], [[barrel]], [[pipe section]], [[hatch cover]], [[grate]], [[quern]], [[millstone]], and [[slab]]) require 9 wafers.&lt;br /&gt;
* [[Cage]]s, [[minecart]]s and [[wheelbarrow]]s require 6 wafers.&lt;br /&gt;
* [[Block]]s, [[chain]]s, and [[Siege engine|ballista]] arrowheads require 4 wafers.&lt;br /&gt;
* [[Animal trap]]s, [[bucket]]s, [[mechanism]]s, and [[crutch]]es require 3 wafers.&lt;br /&gt;
* [[Backpack]]s and [[quiver]]s require 2 units of cloth, and [[splint]]s require 2 wafers.&lt;br /&gt;
* All other items require 1 wafer.&lt;br /&gt;
* [[Strange mood]]s currently require 1 wafer, regardless of the end product.&lt;br /&gt;
&lt;br /&gt;
== Application ==&lt;br /&gt;
Adamantine has extreme [[material science|material properties]]: it is nigh weightless (weighing about as much as [[wikipedia:Cork (material)|cork]]), extremely strong, and razor sharp. These properties make it ideal for edged [[weapon]]s and [[armor]]. These properties likewise make it near useless for blunt weapons, which will simply bounce off of foes: considering the lethality of [[hammerer]] and [[fortress guard]] beatings, this may be the point. [[Armor]] made of adamantine provides unmatched protection against slashing and piercing attacks, but blunt attacks and ranged weapons have high armor penetration capacity, so a full kit of adamantine armor is nonetheless not a recipe for combat invulnerability.&lt;br /&gt;
&lt;br /&gt;
Because the metal's material properties are irrelevant in other applications and because it's so rare and hard to produce, using adamantine for other things is generally a waste. Adamantine statues are ten times as valuable as [[gold]] ones, but are prohibitively expensive to produce, requiring nine wafers per statue. Some of the highest values per wafer for a normal adamantine product can be realised by forging adamantine [[flask]]s or [[trap component|large serrated discs]]. However, by the time you have adamantine available you're likely not to be in serious need of such valuable export products. By far, the most [[wealth]] can be generated by adding adamantine to [[artifact]]s -- a single stone, wafer, block or bolt of cloth can add hundreds of thousands of dwarfbucks in value, making your fortress the envy of all the [[forgotten beast|neighbors]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, breaching any of the tubular veins leads to the [[Hell|HFS]], for lots of [[Losing|Fun]].&lt;br /&gt;
&lt;br /&gt;
==Origins of Adamantine and Slade==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Back in the mists of time, the Gods decided to create the World. To do so they had to find a way to heat it in the cold voids of space. Demonkind had already forged their own world out of the vile substance [[Slade]], a stone anathema to all creation and only able to be worked through the vile rituals they had created, for slade was truly &amp;quot;dead&amp;quot; stone, with no life in it at all.&lt;br /&gt;
&lt;br /&gt;
Deciding both to imprison their greatest enemies and to create a home for their creations, the Gods poured into the skies of the Demons' world &amp;quot;living&amp;quot; stone (known to mortals as [[semi-molten rock]] - rock burning hot with the fresh life of Creation). The Gods knew that if it were not constantly heated, this living rock would cool, and yet the Demons, fools that they were, constantly attacked the living rock, not realizing that their attacks simply heated the rock again and again, keeping it alive. Unfortunately, as the Gods began to pour more and more of the rock onto their creation, they found it quickly lost its life when removed too far from the Demons. It would only remelt once it touched the living rock, creating vast seas of magma that heated the tunnels above. Worse, the living rock itself had been disturbed by this process, creating gaping holes through which the Demons escaped, killing and maiming the first creations of the Gods, warping those they could find into the terrible Forgotten Beasts, leaving the [[Titan]]s safe on the surface.&lt;br /&gt;
&lt;br /&gt;
Knowing this state of affairs could not last if their weaker creations, the first mortals, were to survive, the Gods created a new substance, imbued with their power: Adamantine. The beautiful aqua-colored ore was poured into the holes, sealing the entrances that the living rock could no longer seal, preventing the Demons from escaping, for its power totally repelled Demonkind.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as time passed and the first mortals began to carve their civilization from both the surface and the underworld, they discovered the vast shafts of this amazing substance and began to mine it, instantly realizing its divine potency. In doing so, they removed the great barriers the gods had placed in order to keep the Demons sealed. The Demons rose up, slaughtering thousands and escaping into the World, often rising to lead mortal civilizations, such as that of the Goblins. Upon these sites they raised towers carved from the vile Slade that only they could work. Brave adventurers and champions of the Gods forged special swords made from the divine Adamantine and ventured into these dark places to seal the Demons within hell once more. Leaving their swords buried in these places, those who survived swore to defend them for all eternity, binding themselves with oaths of such might that they surpassed death itself. They remain, even today, as zombies and skeletons, driven by their undying thought &amp;quot;none must take the sword!&amp;quot; and nothing more. These undead are totally obsessed with their duty to defend the ancient demonic structures from all interlopers and have been the death of many an unwary explorer.&lt;br /&gt;
&lt;br /&gt;
In retrospect, all this could probably have been avoided if the Gods had bothered to make their all-powerful metal capable of withstanding the swing of a copper pick.&lt;br /&gt;
&lt;br /&gt;
==The Great Adamantine Space Elevator==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=61507.0 Source]&lt;br /&gt;
&lt;br /&gt;
In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on. &lt;br /&gt;
&lt;br /&gt;
Year after year, the dwarves of [SUBJECT CIVILIZATION HERE] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.&lt;br /&gt;
&lt;br /&gt;
It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: &amp;quot;The Hill of Spit.&amp;quot;  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as &amp;quot;Troublemysteries.&amp;quot;  By the time they arrive, it is already too late.&lt;br /&gt;
&lt;br /&gt;
They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.&lt;br /&gt;
&lt;br /&gt;
They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.&lt;br /&gt;
&lt;br /&gt;
Another year, another expedition unheard of, another question unanswered, another expedition prepared.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Language&amp;diff=217542</id>
		<title>Talk:Language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Language&amp;diff=217542"/>
		<updated>2015-04-10T10:40:52Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The names of the languages ==&lt;br /&gt;
I propose naming the languages after their respective word for &amp;quot;language&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dwarven: talul&lt;br /&gt;
Elven: yifa&lt;br /&gt;
Goblin: xusplu&lt;br /&gt;
Human: ashthal&lt;br /&gt;
--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 10:40, 10 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Children&amp;diff=216469</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Children&amp;diff=216469"/>
		<updated>2015-02-15T21:37:37Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:51, 11 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tilat&lt;br /&gt;
| elvish  = imi&lt;br /&gt;
| goblin  = tox&lt;br /&gt;
| human   = shin&lt;br /&gt;
}}&lt;br /&gt;
Most creatures, including [[dwarf|dwarves]], start out as infants, then after a certain number of years become children, and then finally become adults. For dwarves, childhood starts after reaching one year of age, and continues until age twelve.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are [[marriage|married]] and may bring children. Children who immigrate to your [[fortress]] might be any age from two to twelve. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. This information is visible regardless of whether or not the child was born in your fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; heterosexually [[marriage|married]] female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP or the STRICT_POPULATION_CAP setting in [[d_init.txt]]. Dwarves can even have [[miscarriage]]s (if they become dehydrated, starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are liable to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[thief|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of [[military|dwarven diplomacy]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be. The birth will interrupt most current actions of the mother. The game will pause and [[announcement|announce]] the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will ''usually'' resume whatever task she was doing before the child was born.&lt;br /&gt;
&lt;br /&gt;
Dwarven mothers can also give birth to twins or triplets. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
&lt;br /&gt;
[[Unconscious]] mothers will not wake up when they give birth - [[sleep]]ing and resting in a [[hospital]] will not be interrupted. Dwarves in a [[strange mood]] will also not interrupt their mood when giving birth - cancelling a mood forces instant insanity, so that may be a deliberate coding choice to protect mothers (and children). Imprisoned mothers can grab their child if they give birth while on a chain, but cannot retrieve an infant that is out of their reach, which can cause massive problems, since a mother carrying a child is forced to drop it before being brought to prison.&lt;br /&gt;
&lt;br /&gt;
If the mother is sleeping or otherwise prevented from collecting her infant, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insanity|raving mad]] adult, wandering freely over the map without any sense of self-preservation, gravitating to [[Activity_zone#Meeting_area|meeting zone]]s. It may be fed and watered by other dwarves, but the priority of these jobs is still being determined. As long as a baby is not within reach of a hostile creature, no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The sex of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other sex.&lt;br /&gt;
&lt;br /&gt;
After giving birth, it is possible for the mother to become pregnant again immediately and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* Socializing, like starting [[party|parties]].&lt;br /&gt;
* Picking out, and wearing, their own [[clothing]].&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the &amp;quot;All dwarves harvest&amp;quot; [[standing orders|order]] is on. This will also increase their [[grower]] skill. In fortresses that farm crops, most children will grow up with significant grower skill. They will also store the harvested food in a stockpile, fetching a barrel if needed. This storage job can also task food produced by other workers and other jobs, like plants gathered by nearby [[herbalist]]s.{{verify}}&lt;br /&gt;
* When they want to, storing their items.{{verify}}  Yelling at them to clean their room has no effect.&lt;br /&gt;
* Children can enter [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. Children born in the fort tend to follow their mother by preference, even (especially?) if their mother is a soldier and is currently going into battle. &lt;br /&gt;
&lt;br /&gt;
The game will create an [[announcement]] when children reach adulthood and can be assigned labors. This announcement will not pause and/or center the screen by default.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth [http://www.bay12games.com/dwarves/df_talk.html DFTalk], it was mentioned that, due to a programming oversight, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
&lt;br /&gt;
==Too many children==&lt;br /&gt;
&lt;br /&gt;
If there are too many children in the fort, [[FPS]] may suffer. [[Unfortunate accident|Removing]] children is difficult, as doing so may quickly lead to [[tantrum spiral]]s. One possibility is to [[burrow]] children outside to aid [[thief|snatchers]].&lt;br /&gt;
&lt;br /&gt;
To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP and/or the STRICT_POPULATION_CAP in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
In the longer running forts, when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as 'son' or 'daughter'.  The exception to this is that the youngest will always be referred to as 'youngest son' or 'youngest daughter'.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=216379</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=216379"/>
		<updated>2015-02-12T14:19:10Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: I hope you won't mind.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line between the &amp;amp;lt;includeonly&amp;gt; and &amp;amp;lt;/includeonly&amp;gt; tags.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Distantcity&amp;diff=216378</id>
		<title>Bloodline:Distantcity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Distantcity&amp;diff=216378"/>
		<updated>2015-02-12T00:44:04Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 auto; border-spacing: 1em&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|&lt;br /&gt;
{{#switch:{{rand|5}}&lt;br /&gt;
|1=&amp;quot;BULL WHY IS THERE A BULL IN MY ROOM JOURNAL WHAT THE HELL. If he messes on anything, by Armok, we will have meat.&amp;quot; '''-Zero'''&lt;br /&gt;
|2=&amp;quot;You've never seen everything until you've seen a child beat the crap out of a puppy.&amp;quot; '''-SupSuper'''&lt;br /&gt;
|3=&amp;quot;It doesn't matter whether we win or lose; we'll get some spare clothing to sell either way!&amp;quot; '''-Pigbuster'''&lt;br /&gt;
|4=&amp;quot;Note to self: water can climb stairs ...CRAAAAAAAAA-&amp;quot; '''-Plasma'''&lt;br /&gt;
|5=&amp;quot;It's more like they chose the first spot that didn't look too overrun with threats and couldn't think of a name.&amp;quot; '''-Raycaster'''&lt;br /&gt;
}}}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Ruthöshineth&lt;br /&gt;
| elvish  = Cifaneleÿe&lt;br /&gt;
| goblin  = Mamsnog&lt;br /&gt;
| human   = Bedoeno&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Distantcity'' is a succession game from the official Team17 Forums. Similar in style to [[Boatmurdered]], control of the fortress rotates after each year. During and after their year, the overseer will choose a dwarf to be an avatar of them, having the same nickname. They are exempt from having their orders changed by future overseers.&lt;br /&gt;
Currently, five years have passed since the dawn of The Game, which all started with The Big Idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Year 1: Raycaster ==&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=650186&amp;amp;postcount=12 The Time Has Come]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=650331&amp;amp;postcount=19 Our Fortress has Gone a Year]&lt;br /&gt;
&lt;br /&gt;
== Year 2: Zero ==&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=650491&amp;amp;postcount=28 Well, Journal, We Have Arrived]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=651242&amp;amp;postcount=33 Like Any Dwarf is Overworked]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=651504&amp;amp;postcount=37 The hell IS soap?!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=651511&amp;amp;postcount=38 That &amp;quot;Legendary&amp;quot; Miner is Such a Showoff]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=652559&amp;amp;postcount=41 ...Yep, Somebody's Gone Crazy]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=652582&amp;amp;postcount=42 Humans, Journal!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653345&amp;amp;postcount=47 BULL WHY IS THERE A BULL IN MY ROOM]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653352&amp;amp;postcount=48 I've Begun to Value Solitude]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653357&amp;amp;postcount=49 Caravans Give Me This Sick Feeling]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653796&amp;amp;postcount=56 Take That, Everybody Else!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653817&amp;amp;postcount=57 A Goblin Ambush!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653818&amp;amp;postcount=58 DistantCity's First Death...]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653828&amp;amp;postcount=59 Long Live Rith Bomreklosis]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=653830&amp;amp;postcount=60 Some Troubling News]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654133&amp;amp;postcount=62 Forced to Mobilize the Military]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654134&amp;amp;postcount=63 HE IS MURDERING A PUPPY]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654135&amp;amp;postcount=64 Forget the Horrors That Have Come to Pass]&lt;br /&gt;
&lt;br /&gt;
== Year 3: Plasma ==&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654260&amp;amp;postcount=65 I Arrived in Late Today]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654262&amp;amp;postcount=66 High Time I Elect a Mayor]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654381&amp;amp;postcount=68 Note to Self: Water Can Climb Stairs]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654384&amp;amp;postcount=69 All Because of Dumb Luck]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654385&amp;amp;postcount=70 One Imbecile of a Thief]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654559&amp;amp;postcount=75 Half Way Through my Reign]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654562&amp;amp;postcount=76 Aaah! Sky Dwarfs Just Came Down!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654563&amp;amp;postcount=77 My Dwarfs are Idiots.]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654564&amp;amp;postcount=78 Sure, it Took About Half a Year to do]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=654565&amp;amp;postcount=79 I've Done My Year of Overseeing]&lt;br /&gt;
&lt;br /&gt;
== Year 4: Pigbuster ==&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656827&amp;amp;postcount=99 A &amp;quot;Fortress Makeover&amp;quot; Specialist]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656828&amp;amp;postcount=100 No Order at All]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656829&amp;amp;postcount=101 A Semi-Massive Cave-In]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656831&amp;amp;postcount=102 The Fortress has a Traffic Problem]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656832&amp;amp;postcount=103 A Lack of Foresight on my Part]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656833&amp;amp;postcount=104 Everything's in Order Now]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656834&amp;amp;postcount=105 Something Off in the Distance...]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656835&amp;amp;postcount=106 They Underestimated Our Defenses]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656836&amp;amp;postcount=107 Some Spare Clothing to Sell Either Way!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=656837&amp;amp;postcount=108 My Job is Done]&lt;br /&gt;
&lt;br /&gt;
== Year 5: SupSuper ==&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=661765&amp;amp;postcount=171 Big Responsibility, No Benefits...]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=661766&amp;amp;postcount=172 Bunch of Hypocrites]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662103&amp;amp;postcount=176 Oh Boy.]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662196&amp;amp;postcount=178 They Can't Afford the Rent]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662201&amp;amp;postcount=179 ...Well, I Never Expected This to Happen]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662226&amp;amp;postcount=183 Demanding That I Get You a Platinum Weapon Rack?]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662324&amp;amp;postcount=186 That's a Lot of Stuff You Got There]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662327&amp;amp;postcount=187 Those Poor Puppies...]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662331&amp;amp;postcount=190 Chaaaaaaaaarge!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662334&amp;amp;postcount=192 You Might Wanna Forget About Him Now]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662337&amp;amp;postcount=193 Dwarves Have No Brains These Days]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662338&amp;amp;postcount=194 Promoted to a County]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662343&amp;amp;postcount=196 The Adventures of Plasma and his Hell Hounds: Part I]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662347&amp;amp;postcount=197 The Adventures of Plasma and his Hell Hounds: Part II]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662352&amp;amp;postcount=198 Wow, That Looks Bad.]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662367&amp;amp;postcount=201 Lock Down the Fort!]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662368&amp;amp;postcount=202 This is the End for me Though...]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662374&amp;amp;postcount=205 The Graveyard is a Bit Overcrowded]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662375&amp;amp;postcount=206 A Child Beat the Crap Out of a Puppy]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662376&amp;amp;postcount=207 These Dwarves Take Their Nightmares Seriously]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662378&amp;amp;postcount=209 As The Death Toll Rises, Spring Comes]&lt;br /&gt;
&lt;br /&gt;
== Year 6: Paul.Power (Cancelled) ==&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662427&amp;amp;postcount=210 The First Thing we Should do is -]&lt;br /&gt;
&lt;br /&gt;
[http://forum.team17.com/showpost.php?p=662631&amp;amp;postcount=214 Healing Diplomatic Rifts -]&lt;br /&gt;
&lt;br /&gt;
Distantcity abruptly ceases communication and is lost forever. &lt;br /&gt;
&lt;br /&gt;
[[Category: Bloodline Games|Distantcity]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=216377</id>
		<title>Divine metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=216377"/>
		<updated>2015-02-12T00:36:46Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:53, 29 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Nabaskel 	 	 	&lt;br /&gt;
| elvish  = Mecalalethisnusm&lt;br /&gt;
| goblin  = Ngungdub&lt;br /&gt;
| human   = Nirnorigu&lt;br /&gt;
}}&lt;br /&gt;
{{Metal|name=Divine metal|color=0:0:1&lt;br /&gt;
|ore=&lt;br /&gt;
* N/A&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000&lt;br /&gt;
* Liquid [[density]] 1000&lt;br /&gt;
* Molar mass 20000&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|wiki=List of fictional elements, materials, isotopes and atomic particles}}&lt;br /&gt;
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. &lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine metals appear to have identical [[Material definition token|material properties]] and list of items craftable from them; the only difference between them are the name and [[deity]] association.  All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0.  They are extremely light, at only a solid density of 1000, and have a superior max edge of 12000.  They are granted [[sphere]]s matching the associated [[deity]] that has created the metal (and the guardians who wield it), and a descriptive name with the formula of &amp;quot;(adjective) metal&amp;quot; — examples of such are &amp;quot;multicoloured metal&amp;quot;, &amp;quot;pale metal&amp;quot;, and &amp;quot;twisting metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Overall, their material properties are much better than the corresponding values of [[steel]] and roughly equal (and in some ways superior) to those of [[adamantine]].  They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective.  Any adventurer that is godly enough (or reckless) to raid a [[vault]] is highly advised that he get [[Adamantine|proper]] [[Masterwork|equipment]] before engaging the divine creatures within.  The easiest way to do so is with the help of your own dwarf fortress — once you obtain access to [[adamantine]] and have made some equipment out of it, retire or abandon your fort, then let your adventurer visit that fort.  Bear in mind that your adventurer needs to be a [[dwarf]] or [[elf]] to equip this adamantine armour.&lt;br /&gt;
&lt;br /&gt;
Weapons and armour made of divine metals may be tested in the [[Arena]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--to make sure this page comes up when searching for a specific divine metal--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
* flashing metal&lt;br /&gt;
* rusted metal&lt;br /&gt;
* twisting metal&lt;br /&gt;
* dark metal&lt;br /&gt;
* glowing metal&lt;br /&gt;
* bright metal&lt;br /&gt;
* pale metal&lt;br /&gt;
* pock-marked metal&lt;br /&gt;
* blistered metal&lt;br /&gt;
* ruddy metal&lt;br /&gt;
* flickering metal&lt;br /&gt;
* faceted metal&lt;br /&gt;
* translucent metal&lt;br /&gt;
* frosty metal&lt;br /&gt;
* slick metal&lt;br /&gt;
* singing metal&lt;br /&gt;
* black metal&lt;br /&gt;
* multicolored metal&lt;br /&gt;
* clear blue metal&lt;br /&gt;
* twinkling metal&lt;br /&gt;
* crashing metal&lt;br /&gt;
* blazing metal&lt;br /&gt;
* booming metal&lt;br /&gt;
* searing metal&lt;br /&gt;
* flowing metal&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=216376</id>
		<title>Roomcarnage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=216376"/>
		<updated>2015-02-12T00:34:34Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation&lt;br /&gt;
| dwarven = Mosusilush&lt;br /&gt;
| elvish  = Imirafathiri&lt;br /&gt;
| goblin  = Xustxuuzet&lt;br /&gt;
| human   = Conistipoth&lt;br /&gt;
}}&lt;br /&gt;
'''Roomcarnage''' is a v0.34.11 fortress presented in the style of a serialized epic. Over the course of more than forty updates, it chronicles the rise of the dwarves of the Momentous Dye in a particularly interesting embark location: a [[terrifying]] [[glacier]] [[volcano]] that rains [[elf]] blood. The most notable feature of the fortress is the ongoing weaponization of the volcano itself, finally realized in the twenty-second installment. &lt;br /&gt;
&lt;br /&gt;
In addition to the constant reanimation of dead animals, dwarves, and parts thereof; foul fog zombie liaisons and caravans; and a mysterious vampire cult, the dwarves of Roomcarnage have dealt with the horrors of nakedness, encroaching FPS death, and — worst of all! — alcohol deprivation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories‏]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=216348</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=216348"/>
		<updated>2015-02-11T01:39:45Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Moved translation from bottom of page to top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in Dwarf Fortress also covers things that are not actually trees, such as palms, large cacti (e.g. [[saguaro]]s) and large mushrooms (e.g. underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus the amount of local trees greatly affects fortress development, as without a ready source of wood the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', leafy '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tiles and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1x1 trunk sections resemble wooden [[column]]s {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with leafy branches. A vertical trunk end, if not covered with a leafy branch, is represented by a cap character {{tile|⌂|6:0}}.&lt;br /&gt;
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Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
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There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Most mushroom trees that grow in the caverns underground don't have branches - some have only a trunk and a cap&lt;br /&gt;
consisting of ramps that can be walked on.&lt;br /&gt;
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Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both types of branches provide floor-like support for walking, but twigs are too frail to support the weight of a dwarf. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be walked and jumped over.&lt;br /&gt;
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On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
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&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.&lt;br /&gt;
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The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.&lt;br /&gt;
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Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo[k]ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered to give fruit.&lt;br /&gt;
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Fruit can be picked from trees in Adventure mode, Fort mode harvesting is done with [[stepladder]] or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.&lt;br /&gt;
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== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
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Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
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Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
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== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
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One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
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Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
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=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Plant collection|plant gathering zone]]. [[Elf|Elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.&lt;br /&gt;
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== Growing trees ==&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
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Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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== List of tree species ==&lt;br /&gt;
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A second trunk tile means that the trunk can branch horizontally. The first branch tile represents thick branches, the second, if present - branches covered with leaves/needles. Trees with leafy branches also have twigs.{{verify}} Mushroom caps are the same color as the trunk and consist of ramp-like and wall-like tiles.&lt;br /&gt;
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{{multi-tile tree table head}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Abaca]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers|decid=No |wt= |pref=leaves}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Acacia]]|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|root=|trunk={{tile|O|6:0}}{{tile|═|6:0}}|branch={{tile|─|6:0}}{{tile|¼|2:0}}|growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Seed pods |decid=No |wt=0.600 |pref=thorns}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Alder]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Almond]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Apple]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Apricot]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Ash (tree)|Ash]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.600|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Avocado]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Banana]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt= |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Bayberry]] |hab=Any Temperate&amp;lt;br/&amp;gt;Taiga |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=waxy berries}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Birch]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.650|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Bitter orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Black-cap]]|trunk={{tile|O|0:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Blood thorn]]|root= |trunk= |branch= |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cacao tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=flowers}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Candlenut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.140|pref=nuts}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Carambola]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cashew]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit|decid=No |wt=0.600 |pref=fruit and nuts}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cedar]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|5:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.570|pref=majesty}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Cherry]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit &amp;lt;br/&amp;gt; blossoms}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Chestnut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|2:0}} Burrs|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.430|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Citron]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Coconut palm]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Spathes&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.680|pref=leaves}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Coffee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=yummy cherries}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Custard-apple]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Date palm]] |hab=Any Tropical |align=All |root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Desert lime]] |hab=Tropical Grassland &amp;lt;br/&amp;gt; Tropical Savanna &amp;lt;br/&amp;gt; Tropical Shrubland |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Durian]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fragrant fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Feather tree]]|root= |trunk= |branch= |growths={{tile|♠|7:1}} Feathers&amp;lt;br/&amp;gt;{{tile|%|7:1}} Eggs |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Finger lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
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{{multi-tile tree table row|name=[[Fungiwood]]| trunk={{tile|O|6:0:1}} |branch= |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Ginkgo]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|7:1}} Seeds |decid=Yes |wt=0.600 |pref=seeds}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Glumprong]]|root= |trunk= |branch= |growths= |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Goblin-cap]]|trunk={{tile|O|4:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Guava]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Hazel]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Highwood]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kapok]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|2:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.260|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kumquat]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Larch]]|root= |trunk= |branch= |growths={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|2:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lychee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Macadamia]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mango tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.520|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mahogany]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
{{multi-tile tree table row|name=[[Mangrove]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.830|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Maple]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.540|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Nether-cap]] |trunk={{tile|O|1:0:0}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Oak]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Acorns |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Olive]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|0:1}} Fruit |decid=No |wt=0.600 |pref=oil-giving fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Papaya]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Paradise nut]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nut-filled pots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Peach]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pecan]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|2:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Persimmon]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pine]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.510|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Plum]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomegranate]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomelo]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rambutan]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Round lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rubber tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.490|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Saguaro]]|root= |trunk= |branch= |growths={{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Sand pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Spore tree]] |trunk={{tile|O|3:0:0}}{{tile|═|3:0:0}} |branch={{tile|─|3:0:0}}{{tile|¼|3:0:0}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tea]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tower-cap]]|trunk={{tile|O|7:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tunnel tube]]|trunk={{tile|O|5:0:1}}{{tile|═|5:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Walnut]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Willow]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.390|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{multi-tile tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |hab= |align= |root= |trunk= |branch= |growths= |decid= |wt= |pref=}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Constructing on trees causes them to vanish. {{bug|6551}}&lt;br /&gt;
* Building something (e.g. a cage) in a tree and then chopping down the tree leaves the building floating in the air. {{bug|6949}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=216346</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=216346"/>
		<updated>2015-02-11T01:19:20Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Cacame Izegroder Kudarmothdast&lt;br /&gt;
| elvish  = Cacame Awemedinade Monípalóthi&lt;br /&gt;
| goblin  = Cacame Ozsebor Ostsnotutu&lt;br /&gt;
| human   = Cacame Tunemrostfen Athrigencesh&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
The [[Elf]] King of the [[Dwarves]], '''Cacame Awemedinade Monípalóthi''' (Cacame Apebalded, the Immortal Onslaught)is the world's &amp;lt;s&amp;gt;most&amp;lt;/s&amp;gt; only badass elf.&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12forums.com/smf/index.php?topic=39897.0 epic 60+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, world gen randomness, Chuck Norris jokes, Battletech references, and a Cacame-themed [[Mega construction|megaproject]].&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
===Relatives===&lt;br /&gt;
Cacame Awemedinade was born in 83 from Fewetha Spokenthundered (a warrior with five kills) and Osime (an adventurer), both of whom were eventually killed and eaten by Gibberlings (modded grotesque creatures that exist to kill, eat, and reproduce) on separate occasions; his maternal great grandfather had been a King of Field of Kindling, notorious for killing a megabeast and fighting another one. This both makes him of Royal Blood even before ascending to the position of King of the Dwarves, and determines his ancestry as worthy warriors.&lt;br /&gt;
&lt;br /&gt;
As for the rest of Cacame's family, they are all living unimportant lives. Most tragically, they are still living in the elf civilization.&lt;br /&gt;
&lt;br /&gt;
===Early life and rise to Sovereignty===&lt;br /&gt;
[[File:Cacame history.jpg|400px|thumb|center|Cacame's early history (by Fault)]]&lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|left|RIIIIDE CACAME RIIIIIDE! (by Vester)]] &lt;br /&gt;
The Creation of Ferns dwarven civilization and Cacame's former Field of Kindling elven civilization were at war for many years, with the dwarves systematically defeating the elves for decades. In 90, the dwarves conquered his home city of Oily Typhoon and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
Two years later, an elven attack from the Field of Kindling's city of Fish of Magic injured him in the lower body and killed his wife Nemo Ruyavaiyici (who was then eaten by Amoya Themarifa, the elf who killed her). Maddened with grief, Cacame set off to the nearest front as soon he healed enough to fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During his first combat he took up his fallen commander's legendary warhammer&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[name?]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; and slew many elves with it, being noted as [[Cacame_Awemedinade#Cacame_joins_the_Army|the battle's fiercest and deadliest warrior]]; for his deeds, the dwarves' second-in-command acknowledged that Cacame would best put the warhammer to use and should keep it.&lt;br /&gt;
&lt;br /&gt;
Two years after that, in 99, the Battle of Both Kings was fought. In this battle Cacame struck down King Nithe of Field of Kindling (who was finished off by another dwarf called Sibrek Handpages, though); however the other king slain was the dwarven king himself. The dwarves decided that Cacame, by now dubbed &amp;quot;The Immortal Onslaught&amp;quot;, should take over as their king.&lt;br /&gt;
&lt;br /&gt;
Once made King, Cacame left in a brief quest to resurrect his wife. He returned riding a [[zombie]] wyvern, but without achieving his goal.&lt;br /&gt;
In 111, at the age of 28, he moved his capital to the Gamildodók (Trustclasps) Fortress.&lt;br /&gt;
&lt;br /&gt;
===Colossus of Cacame===&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame&amp;lt;br/&amp;gt;(by Holy Mittens)]]Due to a courtier's inadvertent slight to his zombie wyvern, King Cacame would go on to defeat a red [[dragon]] called Sokröx Glimmerfair (the Duty of Coloring) with [[Cacame_Awemedinade#King_Cacame_vs._The_Dragon|nothing more than Competent Hammer skill]]. This deed inspired the admiring dwarves to build a [[megaproject|monument]] to their king, the [[Cacame_Awemedinade#King_Cacame_and_the_Colossus|Colossus of Cacame]]. It is told by the bards that there was a large [[goblin]] attack during the inauguration party, and that King Cacame himself stood alone before the Colossus and glared at the goblins until they panicked and routed. Some naysayers&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[Who?]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;, however, claim that a battle was actually fought and won before King Cacame's arrival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.&lt;br /&gt;
The construction took the lifes of five workers, who were properly honored and entombed.''&lt;br /&gt;
&lt;br /&gt;
===Questing for revenge===&lt;br /&gt;
[[File:Cacame_vs_Engnun.png|200px|thumb|left|Cacame vs. Egngun (by Vester)]]In time, King Cacame's Royal Guard expanded to other races, coming to include like-minded elfs and even a couple of awe-thralled goblins, all fanatically loyal and immensely skilled.&lt;br /&gt;
Hearing of King Cacame's might and the splendor of his kingdom, the Elven King Iwo Lolamaficemi (Barricaded Sever of Flaying), who fought against and ate Amoya Themarifa, found that it would be advantageous to make a [[Cacame_Awemedinade#King_Cacame_and_the_State_Visit|State Visit]] to Gamildodók. This (predictably) turned out to be a mistake, and he left in a hurry with his entourage after a very brief private meeting. While the precise words exchanged are unknown, it isn't hard to guess what happened.&lt;br /&gt;
&lt;br /&gt;
The elven king's visit had, however, the effect of stirring the desire to take direct revenge on his wife's killer, and drove Cacame to leave the fortress incognito. While the king returned more bitter than ever (if that's even possible) and never spoke about what happened, some inquisitive bards managed to [[Cacame_Awemedinade#King_Cacame.27s_quest|find clues to his doings elsewhere]].&lt;br /&gt;
&lt;br /&gt;
===Dissatisfaction and Ennui===&lt;br /&gt;
[[File:Cacame by Fault.jpg|200px|thumb|right|Cacame merrymaking (by Fault)]]Having his deepest desires denied, Cacame started to fall into a apathy-driven lassitude. However, when the [[humans]] decided to besiege his fortress he recovered some of his spirit, lowered the drawbridge and waited them out alone between the legs of his Colossus [[Cacame_Awemedinade#King_Cacame_merrymaking_with_the_Human_besiegers|to greet and entertain them]].&lt;br /&gt;
&lt;br /&gt;
On this occasion, he taught them to play hammer tag, dodgearrow, head cricket, foegolf, and other contact sports; he also showed them a few parlor tricks such as &amp;quot;punt away the horse from under its rider&amp;quot;. To his great chagrin, the surviving humans quickly decided the party was running late and retired...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, he started leaving in short [[Cacame_Awemedinade#King_Cacame_relieving_stress|stress relieving incognito trips]], and appeared to have regained his old fire.&lt;br /&gt;
&lt;br /&gt;
==Goblin reaction (by Neruz)==&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] [[File:Badasselfkingofdwarves.jpg|200px|thumb|right|Pencil by Lord Dakoth]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You sh*tting me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so badass the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Fsck that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of a ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [ADJ:zombie wyvern-riding]&lt;br /&gt;
   [ADJ:dragon-slaying]&lt;br /&gt;
   [ADJ:hardballing]&lt;br /&gt;
   [ADJ:demon-slaying]&lt;br /&gt;
   [ADJ:siege-breaking]&lt;br /&gt;
   [ADJ:adventuring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
''(for version 0.28.181.40d only)''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This goes into Matgloss_Metal&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:60000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
And this into Reaction_Standard&lt;br /&gt;
&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
===Cacame joins the Army===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=39897.msg798038#msg798038 Scribe's account on how Cacame earned his warhammer]&lt;br /&gt;
===King Cacame vs. The Dragon===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon &amp;quot;Cacame vs. The Dragon&amp;quot; movie]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=40632.0 &amp;quot;Cacame vs. the Dragon&amp;quot; short story]&lt;br /&gt;
===King Cacame and the Colossus===&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=41101.0 King &amp;quot;Cacame and the Colossus&amp;quot; short story]&lt;br /&gt;
===King Cacame and the State Visit===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=39897.msg734323#msg734323 Bard's account of the meeting between King Cacame and King Iwo]&lt;br /&gt;
===King Cacame's quest===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=41404.msg744116#msg744116 Fragmentary retelling of King Cacame's doings while incognito]&lt;br /&gt;
===King Cacame merrymaking with the Human besiegers===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1651-cacamevsthehumanspt1 Part 1][http://mkv25.net/dfma/movie-1652-cacamevsthehumanspt2 Part 2][http://mkv25.net/dfma/movie-1653-cacamevsthehumanspt3 Part 3]&lt;br /&gt;
===King Cacame relieving stress===&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=49381.0 &amp;quot;We Would Be Legends&amp;quot;, short story]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saguaro&amp;diff=216344</id>
		<title>Saguaro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saguaro&amp;diff=216344"/>
		<updated>2015-02-11T01:00:44Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation, don't stop me- caouse I'm havin' a good time, HAVIN A GOOD TIME...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:30, 18 April 2013 (UTC)}}&lt;br /&gt;
{{Treelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Saguaros''' are a type of [[above ground]] [[tree]]. They are a cactus, and grow in [[desert]]s. Like the overwhelming majority of overland trees, saguaro rib [[carpenter|wood]] logs are brown and produce brown products.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Its solid density was determined empirically by DF players, as evidenced in the raws.  There was no other public, online source of that information prior to Dwarf Fortress.  The Toady One received a &amp;quot;Birthday Artifact&amp;quot; in 2012 made out of Saguaro rib wood, which can be viewed here:  http://imgur.com/EPtgt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saguaro1.JPG|[[preference|Admired]] for its ''amazing arms''&lt;br /&gt;
Image:Dead saguaro1.jpg|Saguaro wood ribs&lt;br /&gt;
Image:Dead Saguaro.jpg|Saguaro wood&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kithìn&lt;br /&gt;
| elvish  = masami&lt;br /&gt;
| goblin  = smudo&lt;br /&gt;
| human   = stasbo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Saguaro&amp;diff=216343</id>
		<title>40d:Saguaro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Saguaro&amp;diff=216343"/>
		<updated>2015-02-11T00:59:14Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation and don't- stop- me noooow...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:18, 6 October 2013 (UTC)}}&lt;br /&gt;
{{40d treelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Saguaro''' are a type of [[above ground]] [[tree]]. They are a cactus, and grow in [[desert]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saguaro1.JPG|[[preference|Admired]] for its ''amazing arms''&lt;br /&gt;
Image:Dead saguaro1.jpg|Saguaro wood ribs&lt;br /&gt;
Image:Dead Saguaro.jpg|Saguaro wood&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kithìn&lt;br /&gt;
| elvish  = masami&lt;br /&gt;
| goblin  = smudo&lt;br /&gt;
| human   = stasbo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=216342</id>
		<title>Bloodline:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=216342"/>
		<updated>2015-02-11T00:51:23Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation, because nobody's stopping me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation&lt;br /&gt;
| dwarven = Koganusân&lt;br /&gt;
| elvish  = Efeyerathi&lt;br /&gt;
| goblin  = Usaspustol&lt;br /&gt;
| human   = Letogulgud&lt;br /&gt;
}}&lt;br /&gt;
'''Boatmurdered''' was a [[succession game]] of Dwarf Fortress on the Something Awful forums from 2007. From this spawned an epic tale, incorporating hordes of belligerent dwarf-eating [[23a:elephant|elephant]]s, floods of biblical proportions, flaming [[23a:dog|puppies]], and more hilarious pranks.  After many goblin raiders and elven traders were fried with floods of lava, there was a brief period of tranquility.  Then one of the last few dwarves, unhappy from the recent defacement of a masterwork engraving, caught [[fire]] and started a fist fight with another dwarf (setting it on fire too), causing a [[tantrum]] and [[insanity]] spiral that eventually destroyed the whole fortress. To be fair, she'd given plenty of warnings that she was becoming unhinged, such as attempting to drink from the [[23a:magma flow|magma river]] and making numerous engravings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese.  How many other fortresses manage to create artifact caskets?&lt;br /&gt;
&lt;br /&gt;
The entire saga can be [http://lparchive.org/LetsPlay/Boatmurdered/ read online], or downloaded to read offline [http://dffd.wimbli.com/file.php?id=4120 in PDF format]. As the editor says, the madness surrounding Boatmurdered speaks for itself. Be warned: the language contained within can cause necrosis of the ears, and should be avoided by [[children]], the stunningly susceptible to disease, [[kitten]]s, and other worthless [[Syndrome|disease]] spreaders.&lt;br /&gt;
&lt;br /&gt;
There was also an animation of Boatmurdered being made by LavaLevel a couple of years ago. [http://www.bay12forums.com/smf/index.php?topic=60750.0 Check its progress.] However the creator(s) have [http://www.bay12forums.com/smf/index.php?topic=60750.msg4628801#msg4628801 cancelled the project.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bloodline Games]]&lt;br /&gt;
[[ru:Boatmurdered]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=216341</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=216341"/>
		<updated>2015-02-11T00:47:19Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák 		 	&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan &lt;br /&gt;
}}&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in Dwarf Fortress also covers things that are not actually trees, such as palms, large cacti (e.g. [[saguaro]]s) and large mushrooms (e.g. underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus the amount of local trees greatly affects fortress development, as without a ready source of wood the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', leafy '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tiles and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1x1 trunk sections resemble wooden [[column]]s {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with leafy branches. A vertical trunk end, if not covered with a leafy branch, is represented by a cap character {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Most mushroom trees that grow in the caverns underground don't have branches - some have only a trunk and a cap&lt;br /&gt;
consisting of ramps that can be walked on.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both types of branches provide floor-like support for walking, but twigs are too frail to support the weight of a dwarf. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be walked and jumped over.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo[k]ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered to give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode, Fort mode harvesting is done with [[stepladder]] or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Plant collection|plant gathering zone]]. [[Elf|Elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== List of tree species ==&lt;br /&gt;
&lt;br /&gt;
A second trunk tile means that the trunk can branch horizontally. The first branch tile represents thick branches, the second, if present - branches covered with leaves/needles. Trees with leafy branches also have twigs.{{verify}} Mushroom caps are the same color as the trunk and consist of ramp-like and wall-like tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Abaca]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers|decid=No |wt= |pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Acacia]]|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|root=|trunk={{tile|O|6:0}}{{tile|═|6:0}}|branch={{tile|─|6:0}}{{tile|¼|2:0}}|growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Seed pods |decid=No |wt=0.600 |pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Alder]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Almond]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Apple]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Apricot]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Ash (tree)|Ash]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.600|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Avocado]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Banana]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt= |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Bayberry]] |hab=Any Temperate&amp;lt;br/&amp;gt;Taiga |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=waxy berries}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Birch]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed catkins |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.650|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Bitter orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Black-cap]]|trunk={{tile|O|0:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Blood thorn]]|root= |trunk= |branch= |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cacao tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:0}} Fruit|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Candlenut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Nuts |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.140|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Carambola]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cashew]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit|decid=No |wt=0.600 |pref=fruit and nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cedar]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|5:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.570|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Cherry]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit &amp;lt;br/&amp;gt; blossoms}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Chestnut]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|2:0}} Burrs|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.430|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Citron]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Coconut palm]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Spathes&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.680|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Coffee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=yummy cherries}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Custard-apple]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Date palm]] |hab=Any Tropical |align=All |root= |trunk= |branch= |growths={{tile|*|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Desert lime]] |hab=Tropical Grassland &amp;lt;br/&amp;gt; Tropical Savanna &amp;lt;br/&amp;gt; Tropical Shrubland |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit|decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Durian]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:0}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fragrant fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Feather tree]]|root= |trunk= |branch= |growths={{tile|♠|7:1}} Feathers&amp;lt;br/&amp;gt;{{tile|%|7:1}} Eggs |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Finger lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Fungiwood]]| trunk={{tile|O|6:0:1}} |branch= |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Ginkgo]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|7:1}} Seeds |decid=Yes |wt=0.600 |pref=seeds}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Glumprong]]|root= |trunk= |branch= |growths= |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Goblin-cap]]|trunk={{tile|O|4:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Guava]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Hazel]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Highwood]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|3:1}} Flowers |hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kapok]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|2:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.260|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Kumquat]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Larch]]|root= |trunk= |branch= |growths={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|2:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Lychee]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Macadamia]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mango tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.520|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Mahogany]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
{{multi-tile tree table row|name=[[Mangrove]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.830|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Maple]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.540|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Nether-cap]] |trunk={{tile|O|1:0:0}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Oak]]|root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:0}} Flowers&amp;lt;br/&amp;gt;{{tile|•|6:0}} Acorns |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Olive]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|0:1}} Fruit |decid=No |wt=0.600 |pref=oil-giving fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Orange]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Papaya]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Paradise nut]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|6:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=nut-filled pots}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Peach]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|5:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pecan]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|2:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Persimmon]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pine]]|root= |trunk= |branch= |growths={{tile|*|2:0}} Needles&amp;lt;br/&amp;gt;{{tile|*|6:0}} Seed cones&amp;lt;br/&amp;gt;{{tile|*|4:0}} Pollen cones |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.510|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Plum]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|5:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomegranate]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|4:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Pomelo]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rambutan]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|4:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Round lime]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|2:1}} Fruit |decid=No |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Rubber tree]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.490|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Saguaro]]|root= |trunk= |branch= |growths={{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|•|4:1}} Fruit |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Sand pear]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=Yes |wt=0.600 |pref=fruit}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Spore tree]] |trunk={{tile|O|3:0:0}}{{tile|═|3:0:0}} |branch={{tile|─|3:0:0}}{{tile|¼|3:0:0}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tea]] |hab=Any Tropical |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|♣|7:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Fruit |decid=No |wt=0.600 |pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tower-cap]]|trunk={{tile|O|7:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|cap=Yes|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Tunnel tube]]|trunk={{tile|O|5:0:1}}{{tile|═|5:0:1}} |growths= |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Walnut]] |hab=Any Temperate |align=All (Dry) |root= |trunk= |branch= |growths={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|6:0}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|♣|2:1}} Flowers&amp;lt;br/&amp;gt;{{tile|%|6:0}} Nuts |decid=Yes |wt=0.600 |pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table row|name=[[Willow]]|root= |trunk= |branch= |growths={{tile|♠|2:0}} Leaves&amp;lt;br/&amp;gt;{{tile|*|7:1}} Pollen catkins&amp;lt;br/&amp;gt;{{tile|*|7:1}} Seed catkins&amp;lt;br/&amp;gt;{{tile|*|6:0}} Fruit |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.390|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{multi-tile tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |hab= |align= |root= |trunk= |branch= |growths= |decid= |wt= |pref=}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Constructing on trees causes them to vanish. {{bug|6551}}&lt;br /&gt;
* Building something (e.g. a cage) in a tree and then chopping down the tree leaves the building floating in the air. {{bug|6949}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=216328</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=216328"/>
		<updated>2015-02-10T02:31:18Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:26, 18 July 2010 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirŠ&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne Room Over Troubled Magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The Situation Room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Speartiful==&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? Maybe you should make them happy and give them some weapons. Simply lay a bunch of upright spears or [[Trap component#Menacing_spike|other beautiful things]] on the floor of their room and they'll come begging for more. Now, you may want to link those spears to a lever and pull it so they can actually walk around their room, remember to leave it on repeat so they'll be able to see the wonders that your [[weaponsmith]]s made every passing second. Just make sure they '''are'''n't in the room while the spears are in motion, or your nobles may become dwarven Swiss cheese and die before their screams can even be heard. And, if possible, whatever you do, '''do''' not use adamantine spears!&lt;br /&gt;
&lt;br /&gt;
==Exotic Housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) Image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand are some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image to be special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could be possibly better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[DF2012:Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[fun]]! Make also sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from here!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk Like a Pirate Day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Tropical Vacation==&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Menu&amp;diff=215944</id>
		<title>Menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Menu&amp;diff=215944"/>
		<updated>2015-02-06T15:05:11Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Designations Menu */&lt;/p&gt;
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Dwarf Fortress is a complex game, and a complex game requires a complex [[Dwarf_fortress_mode#Gameplay_User_Interface|user interface]]. The purpose of this page is to help players look up the meaning of user interface elements, and it functions like a basic reference of the functions; specific menu items are (mostly) discussed in more detail in their own pages.&lt;br /&gt;
&lt;br /&gt;
If you find a menu where the words have been cut off due to the menu width, press the Tab key to cycle through menu display options.  &lt;br /&gt;
&lt;br /&gt;
==Main menu==&lt;br /&gt;
 [[Image:Main menu 0.34.11.png|right]]&lt;br /&gt;
* {{K|a}}: View Announcements - Displays recent [[announcement]]s&lt;br /&gt;
* {{K|b}}: Building - The [[#Building Menu|Building Menu]]&lt;br /&gt;
* {{K|r}}: Reports - Combat [[reports]]&lt;br /&gt;
* {{K|c}}: View civilizations - Shows [[Civilization]]s that have been met&lt;br /&gt;
* {{K|d}}: Designations - [[#Designate Menu|Designate Menu]]&lt;br /&gt;
* {{K|o}}: Set Order - [[Standing orders|Orders Menu]]&lt;br /&gt;
* {{K|k}}: Look Around &lt;br /&gt;
* {{K|j}}: Job List - [[#Jobs Screen|Jobs Screen]]&lt;br /&gt;
* {{K|m}}: Military - [[Military interface|Military Interface]]&lt;br /&gt;
* {{K|s}}: Squads - [[#Squads Menu|Squads Menu]]&lt;br /&gt;
* {{K|N}}: Points/Routes/Notes - [[#Notes Menu|Notes Menu]]&lt;br /&gt;
* {{K|w}}: Define Burrows - [[#Burrows Menu|Burrows Menu]]&lt;br /&gt;
* {{K|p}}: Stockpiles - [[#Stockpiles Menu|Stockpiles Menu]]&lt;br /&gt;
* {{K|i}}: Zones - Place a [[Activity zone|Zone]]&lt;br /&gt;
* {{K|q}}: Set Building Tasks/Prefs - &lt;br /&gt;
* {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]]&lt;br /&gt;
* {{K|t}}: View Items in Buildings&lt;br /&gt;
* {{K|v}}: View Units&lt;br /&gt;
* {{K|h}}: Hot Keys - [[#Hot Keys Menu|Hot Keys Menu]]&lt;br /&gt;
* {{K|n}}: Nobles and Administrators - [[#Nobles Screen|Nobles Screen]]&lt;br /&gt;
* {{K|z}}: Status - [[#Status Screen|Status Screen]]&lt;br /&gt;
* {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement&lt;br /&gt;
* {{K|?}}: Help - [[#Help Screen|Help Screen]]&lt;br /&gt;
* {{K|Esc}}: Options - Set [[Dwarf fortress mode#Options Screen|Options]]&lt;br /&gt;
* {{K|;}}: Movies&lt;br /&gt;
* {{K|D}}:  Depot Access - View whether your [[Trade depot]]s can be reached by [[trader]]s' [[wagon]]s&lt;br /&gt;
* {{K|Space}}: Resume&lt;br /&gt;
* {{K|.}}: One-Step&lt;br /&gt;
* {{K|u}}: [[#Units Screen|Units List]] - View dwarves, pets, dead, and other animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Building Menu ===&lt;br /&gt;
[[Image:Building menu 0.34.11.png|right]]&lt;br /&gt;
:This menu lists objects/buildings that can be placed.  Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.&lt;br /&gt;
* Armor Stand ({{K|a}}) - Place a built [[Armor stand]] (req. [[Furniture hauling]])&lt;br /&gt;
* Bed ({{K|b}}) - Place a built [[Bed]] (req. [[Furniture hauling]])&lt;br /&gt;
* Seat ({{K|c}}) - Place a built [[Throne]] (req. [[Furniture hauling]])&lt;br /&gt;
* Burial Receptacle ({{K|n}}) - Place a built [[Coffin]] (req. [[Furniture hauling]])&lt;br /&gt;
* Door ({{K|d}}) - Place a built [[Door]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floodgate ({{K|x}}) - Place a built [[Floodgate]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floor Hatch ({{K|H}}) - Place a built [[Floor hatch]] (req. [[Furniture hauling]])&lt;br /&gt;
* Wall Grate ({{K|W}}) - Place a built [[Wall grate]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floor Grate ({{K|G}}) - Place a built [[Floor grate]] (req. [[Furniture hauling]])&lt;br /&gt;
* Vertical Bars ({{K|B}}) - Place [[Vertical bars]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floor Bars ({{K|Alt}}+({{K|b}}) - Place [[Floor bars]] (req. [[Furniture hauling]])&lt;br /&gt;
* Cabinet ({{K|f}}) - Place a built [[Cabinet]] (req. [[Furniture hauling]])&lt;br /&gt;
* Container ({{K|h}}) - Place a built [[Container]] (req. [[Furniture hauling]])&lt;br /&gt;
* Kennels ({{K|k}}) - Construct a [[Kennel]] (req. [[animal training]], [[small animal dissection]] and/or [[trapping]] labor)&lt;br /&gt;
* Farm Plot ({{K|p}}) - Place a [[Farm]] (req. [[Farming (fields)]] labor)&lt;br /&gt;
* Weapon Rack ({{K|r}}) - Place a built [[Weapon rack]] (req. [[Furniture hauling]])&lt;br /&gt;
* Statue ({{K|s}}) - Place a built [[Statue]] (req. [[Furniture hauling]])&lt;br /&gt;
* Table ({{K|t}}) - Place a built [[Table]] (req. [[Furniture hauling]])&lt;br /&gt;
* Paved Road ({{K|o}}) - Build a [[Road|Paved road]] (req. [[Architecture]] labor)&lt;br /&gt;
* Dirt Road ({{K|O}}) - Build a [[Dirt road]] (req. [[Architecture]] labor)&lt;br /&gt;
* Bridge ({{K|g}}) - Build a [[Bridge]] (req. [[Architecture]] labor)&lt;br /&gt;
* Well ({{K|l}}) - Build a [[Well]] (req. [[Architecture]] labor)&lt;br /&gt;
* Siege Engines ({{K|i}})&lt;br /&gt;
** Ballista ({{K|b}})&lt;br /&gt;
** Catapult ({{K|c}})&lt;br /&gt;
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various [[Workshop]]s&lt;br /&gt;
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various [[Furnace]]s&lt;br /&gt;
* Glass Window ({{K|y}}) - Place a built [[window|Glass window]] (req. [[Furniture hauling]])&lt;br /&gt;
* Gem Window ({{K|Y}}) - Create a [[Gem window]] ('''with job''')&lt;br /&gt;
* Wall/Floor/Stairs ({{K|C}})&lt;br /&gt;
** Wall ({{K|w}}) - Build a [[Wall]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Floor ({{K|f}}) - Build a [[Floor]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Ramp ({{K|r}}) - Build a [[Ramp]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Up Stair ({{K|u}}) - Build a [[Up stair]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Down Stair ({{K|d}}) - Build a [[Down stair]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Up/Down Stair ({{K|x}}) - Build a [[Stairs|Up/Down Stair]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Fortification ({{K|F}}) - Build a [[Fortification]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
* Trade Depot ({{K|D}}) - Construct a [[Trade depot]]&lt;br /&gt;
* Traps/Levers ({{K|T}})&lt;br /&gt;
** Stone-Fall Trap ({{K|s}}) - Build a [[Trap|Stone-fall trap]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Weapon Trap ({{K|w}}) - Build a [[Weapon trap]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Lever ({{K|l}}) - Build a [[Lever]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Pressure Plate ({{K|p}}) - Build a [[Pressure plate]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Cage Trap ({{K|c}}) - Build a [[Cage trap]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Upright Spear/Spike ({{K|S}}) - Build a [[Trap|Upright Spear/Spike]] (req. [[Mechanics]] labor)&lt;br /&gt;
* Machine Components ({{K|M}})&lt;br /&gt;
** Screw Pump ({{K|s}}) - Build a [[Screw pump]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Water Wheel ({{K|w}}) - Build a [[Water wheel]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Windmill ({{K|m}}) - Build a [[Windmill]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Gear Assembly ({{K|g}}) - Build a [[Gear assembly]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Horizontal Axle ({{K|h}}) - Build a [[axle|Horizontal axle]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Vertical Axle ({{K|v}}) - Build a [[axle|Vertical axle]] (req. [[Mechanics]] labor)&lt;br /&gt;
* Support ({{K|S}}) - Construct a [[Support]] (req. [[Architecture]] labor)&lt;br /&gt;
* Animal Trap ({{K|m}}) - Place an [[Animal trap]] (with hauling)&lt;br /&gt;
* Restraint ({{K|v}}) - Place a [[Restraint]] (req. [[Furniture hauling]])&lt;br /&gt;
* Cage ({{K|j}}) - Place a built [[Cage]] (req. [[Furniture hauling]])&lt;br /&gt;
* Archery Target ({{K|A}}) - Build an [[Archery target]] (req. [[Architecture]] labor)&lt;br /&gt;
* Traction Bench ({{K|R}}) - Place a [[Traction bench]] (req. [[Furniture hauling]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Workshops Menu ====&lt;br /&gt;
[[Image:Workshop menu 0.34.11.png|right]]&lt;br /&gt;
*Leather works ({{K|e}}) - Build a [[Leather works]] (req. [[Leatherworking]] labor)&lt;br /&gt;
*Quern ({{K|q}}) - Build a [[Quern]] (req. [[Milling]] labor)&lt;br /&gt;
*Millstone ({{K|M}}) - Build a [[Millstone]] (req. [[Mechanics]] labor)&lt;br /&gt;
*Loom ({{K|o}}) - Build a [[Loom]] (req. [[Weaving]] labor)&lt;br /&gt;
*Clothier's Shop ({{K|k}}) - Build a [[Clothier's shop]] (req. [[Clothesmaking]] labor)&lt;br /&gt;
*Bowyer's Workshop ({{K|b}}) - Build a [[Bowyer's workshop]] (req. [[Crossbow-making]] labor)&lt;br /&gt;
*Carpenter's Workshop ({{K|c}})  - Build a [[Carpenter's workshop]] (req. [[Carpentry]] labor)&lt;br /&gt;
*Metalsmith's Forge ({{K|f}}) - Build a [[Metalsmith's forge]] (req. [[Weaponsmithing]]/[[Armoring]]/[[Blacksmithing]]/[[Metalcrafting]] labor)&lt;br /&gt;
*Magma Forge ({{K|v}}) - Build a [[Magma forge]] (req. [[Weaponsmithing]]/[[Armoring]]/[[Blacksmithing]]/[[Metalcrafting]] labor)&lt;br /&gt;
*Jeweler's Workshop ({{K|j}}) - Build a [[Jeweler's workshop]] (req. [[Gem cutting]] or [[Gem setting]] labor)&lt;br /&gt;
*Mason's Workshop ({{K|m}}) - Build a [[Mason's workshop]] (req. [[Masonry]] labor)&lt;br /&gt;
*Butcher's Shop ({{K|u}}) - Build a [[Butcher's shop]] (req. [[Butchery]] labor)&lt;br /&gt;
*Tanner's Shop ({{K|n}}) - Build a [[Tanner's shop]] (req. [[Tanning]] labor)&lt;br /&gt;
*Craftsdwarf's Workshop ({{K|r}}) - Build a [[Craftsdwarf's workshop]] (req. [[Woodcrafting]]/[[Bone carving]]/[[Stonecrafting]] labor)&lt;br /&gt;
*Siege Workshop ({{K|s}}) - Build a [[Siege workshop]] (req. [[Siege engineering]] labor)&lt;br /&gt;
*Mechanic's Workshop ({{K|t}}) - Build a [[Mechanic's workshop]] (req. [[Mechanics]] labor)&lt;br /&gt;
*Still ({{K|l}}) - Build a [[Still]] (req. [[Brewing]] labor)&lt;br /&gt;
*Farmer's Workshop ({{K|w}}) - Build a [[Farmer's workshop]] (req. [[Plant processing]]/[[Milking]]/[[Cheese making]] labor)&lt;br /&gt;
*Kitchen ({{K|z}}) - Build a [[Kitchen]] (req. [[Cooking]] labor)&lt;br /&gt;
*Fishery ({{K|h}}) - Build a [[Fishery]] (req. [[Fishing]]/[[Fish cleaning]] labor)&lt;br /&gt;
*Ashery ({{K|y}}) - Build an [[Ashery]] (req. [[Potash making]] or [[Lye making]] labor)&lt;br /&gt;
*Dyer's Shop ({{K|d}}) - Build a [[Dyer's shop]] (req. [[Dyeing]] labor)&lt;br /&gt;
*Soap Maker's Workshop ({{K|S}}) - Build a [[Soap maker's workshop]] (req. [[Soap making]] labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Furnaces Menu ====&lt;br /&gt;
[[Image:Furnace menu 0.34.11.png|right]]&lt;br /&gt;
*Wood Furnce ({{K|w}}) - Build a [[Wood furnace]] (req. [[Architecture]] labor)&lt;br /&gt;
*Smelter ({{K|s}}) - Build a [[Smelter]] (req. [[Architecture]] and [[Masonry]] labor)&lt;br /&gt;
*Glass Furnace ({{K|g}}) - Build a [[Glass furnace]] (req. [[Architecture]] and  [[Masonry]]/[[Metalsmithing]] labor)&lt;br /&gt;
*Kiln ({{K|k}}) - Build a [[Kiln]] (req. [[Architecture]] and [[Masonry]] labor)&lt;br /&gt;
*Magma Smelter ({{K|l}}) - Build a [[Magma smelter]] (req. [[Architecture]] and  [[Masonry]] labor)&lt;br /&gt;
*Magma Glass Furnace ({{K|a}}) - Build a [[Magma glass furnace]] (req. [[Architecture]] and  [[Masonry]]/[[Metalsmithing]] labor)&lt;br /&gt;
*Magma Kiln ({{K|n}}) - Build a [[Magma kiln]] (req. [[Architecture]] and  [[Masonry]] labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Combat reports Screen===&lt;br /&gt;
[[Image:CombatReportsScreen2010.png|right]]&lt;br /&gt;
Hit r to enter the report screen then go through the listing until you find the desired victim.&lt;br /&gt;
&lt;br /&gt;
=== Designations Menu ===&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Designations Menu]] (accessed by {{K|d}} provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations. This menu is [[Mouse control|mouse-enabled]].&lt;br /&gt;
&lt;br /&gt;
===Jobs Screen===&lt;br /&gt;
[[Image:JobsScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Squads Menu ===&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
:This menu allows you to manage your squads&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Notes Menu ===&lt;br /&gt;
[[Image:NotesMenu2010.png|right]]&lt;br /&gt;
:Allows the placement of notes, also referred to as “points”.  Required to create patrol routes, often used to label levers so you can remember what they are connected to.&lt;br /&gt;
*{{K|p}}: Place - Places a note on the cursor&lt;br /&gt;
*{{K|d}}: Delete - Deletes notes on the cursor&lt;br /&gt;
*{{K|n}}: Name - Name/label the note placed at this point&lt;br /&gt;
*{{K|t}}: Note text - Add additional information for the note&lt;br /&gt;
*{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
*{{K|s}}: Adopt selected symbol - Makes all future notes use the selected options .&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|r}}:Routes – [[#Routes Menu]] allows linking of Notes/points together to form routes for patrols.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Routes Menu ====&lt;br /&gt;
[[Image:RoutesMenu2010.png|right]]&lt;br /&gt;
*{{K|a}}: Add route - Create a new route.&lt;br /&gt;
*{{K|e}}: Edit waypts - Edit points that make up the route.&lt;br /&gt;
**{{K|a}}: Add waypt - Add current point to route.&lt;br /&gt;
**{{K|d}}: Add waypt - Delete current point from route.&lt;br /&gt;
**{{K|p}}: Add waypt - Finish editing route.&lt;br /&gt;
*{{K|d}}: Del route - Delete currently selected route.&lt;br /&gt;
*{{K|n}}: Name route - Name current route&lt;br /&gt;
*{{K|c}}: Center - Center on route.&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} -  Select different routes&lt;br /&gt;
*{{K|p}}: Back to points/notes - Return to [[#Notes Menu|Notes menu]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Burrows Menu ===&lt;br /&gt;
[[Image:BurrowsMenu2010.png|right]]&lt;br /&gt;
:This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work&lt;br /&gt;
*{{K|a}}: Add new burrow - Create a new burrow&lt;br /&gt;
*{{K|d}}: Delete - Delete currently selected burrow&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}}: Change selection - Switch burrows&lt;br /&gt;
*{{K|Enter}}: Define this burrow - Select areas that make up burrow, multiple areas can be created.&lt;br /&gt;
**{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
**{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|c}}: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.&lt;br /&gt;
*{{K|z}}: Center on burrow &lt;br /&gt;
*{{K|Esc}}: Done&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles Menu ===&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
:Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.&lt;br /&gt;
*{{K|a}}: Animal  - Stores animals in cages/traps, empty cages/traps&lt;br /&gt;
*{{K|f}}: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/etc.)&lt;br /&gt;
*{{K|u}}: Furniture Storage - Stores furniture and siege ammo&lt;br /&gt;
*{{K|y}}: Graveyard - Stores dead dwarves&lt;br /&gt;
*{{K|r}}: Refuse - Stores garbage/dead animals/bones/skulls/shells&lt;br /&gt;
*{{K|s}}: Stone - Stores stone/ore&lt;br /&gt;
*{{K|w}}: Wood - Stores wood&lt;br /&gt;
*{{K|e}}: Gem - Stores rough/cut gems&lt;br /&gt;
*{{K|b}}: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)&lt;br /&gt;
*{{K|h}}: Cloth - Stores cloth/thread&lt;br /&gt;
*{{K|l}}: Leather - Stores leather&lt;br /&gt;
*{{K|z}}: Ammo - Stores Bolts/Arrows/Blowdarts&lt;br /&gt;
*{{K|n}}: Coins - Stores coins&lt;br /&gt;
*{{K|g}}: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)&lt;br /&gt;
*{{K|p}}: Weapons - Stores weapons/trap components&lt;br /&gt;
*{{K|d}}: Armor - Stores armor&lt;br /&gt;
*{{K|c}}: Customer Stockpile - Build custom stockpile (define with {{K|t}})&lt;br /&gt;
*{{K|t}}: Custom Settings - Define custom stockpile&lt;br /&gt;
*{{K|/}}{{K|*}}: Reserved Barrels - Set the number of barrels that will be reserved for workshop use (such as the [[Still]]).&lt;br /&gt;
*{{K|-}}:{{K|+}}: Reserved Bins - Set the number of bins that will be reserved for workshop use.&lt;br /&gt;
*{{K|x}}: Remove Designation - Remove stockpiles&lt;br /&gt;
*{{K|Enter}}: Select - Place start/end corner of stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Hot Keys Menu ===&lt;br /&gt;
[[Image:HotKeysMenu2010.png|right]]&lt;br /&gt;
:Allows the editing of hotkeys.  Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.&lt;br /&gt;
*{{K|F#}}: Select line F#&lt;br /&gt;
*{{K|Shift}}+{{K|F#}}: Select line Shift+F#&lt;br /&gt;
*{{K|n}}: Change Name - Name this hotkey&lt;br /&gt;
*{{K|z}}: Zoom Here - Set screen to zoom the current location when selected hotkey is pressed.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Nobles Screen ===&lt;br /&gt;
[[Image:NoblesScreen2010.png|right|480px|225px]]&lt;br /&gt;
:In this screen various [[nobles]] can be assigned/removed.   See the [[nobles]] article for details on nobles, their requirements/demands/mandates.&lt;br /&gt;
*{{K|Enter}}:  View Unit/Fill Vacancy - Assigns a unit to the position if it's empty, otherwise opens the View screen for that unit.&lt;br /&gt;
*{{K|r}}:  Replace - Replace the current position if possible, or place if empty.&lt;br /&gt;
*{{K|s}}:  Settings - Only available for the [[bookkeeper]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
[[Image:StatusScreen2010.png|right|480px]]&lt;br /&gt;
:Shows basic Fortress status.&lt;br /&gt;
*A - [[#Animals Screen|Animals]]&lt;br /&gt;
*B - [[#Kitchen Screen|Kitchen]]&lt;br /&gt;
*C - [[#Stone Screen|Stone]]&lt;br /&gt;
*D - [[#Stocks Screen|Stocks]]&lt;br /&gt;
*E - [[#Health Screen|Health]]&lt;br /&gt;
*F - [[#Justice Screen|Justice]]&lt;br /&gt;
*G - Date - Day Month, Year, Early/Middle/Late Season - [[Trade]] caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn&lt;br /&gt;
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of [[Immigration|immigrants]], and [[siege]]s.  The wealth of unground structures you can't see is listed here.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*I: How much wealth you have acquired through trade, or traded away (Import/Export)&lt;br /&gt;
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.&lt;br /&gt;
*{{K|←}}{{K|→}} - Move sub-menu&lt;br /&gt;
*{{K|Enter}} - Select sub-menu&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Animals Screen ====&lt;br /&gt;
[[Image:AnimalsScreen2010.png|right|480px]]&lt;br /&gt;
:This shows information about all tame animals at your fortress.&lt;br /&gt;
*A: Animal type.  Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.&lt;br /&gt;
*B: Gender:  Amulet is Female, Bag (circle with arrow) is male.&lt;br /&gt;
*C: Who owns the animal.  Animals marked unavailable can't be adopted.  Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher's shop.  Cats are marked as Uninterested and can't be set as available, cats will adopt dwarves themselves.&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|Enter}} - Toggle pet availability (not possible on untamed or cats)&lt;br /&gt;
*{{K|b}} - Slaughter&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Kitchen Screen ====&lt;br /&gt;
[[Image:KitchenScreen2010.png|right|480px]]&lt;br /&gt;
:This screen allows you to control what food is processed in which manner.&lt;br /&gt;
*A: Type of food&lt;br /&gt;
*B: Count for that food.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No&lt;br /&gt;
*D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between food items&lt;br /&gt;
*{{K|c}} - Toggle cook.&lt;br /&gt;
*{{K|b}} - Toggle brew.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Stone Screen ====&lt;br /&gt;
[[Image:StoneScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lets you restrict usage of stone to specific tasks.  All possible stones are listed here.&lt;br /&gt;
*A: Type of Stone/ore/bar.&lt;br /&gt;
*B: Various reactions that this item is a part of (&amp;lt;b&amp;gt;these can be selected for more information&amp;lt;/b&amp;gt;)&lt;br /&gt;
*{{K|Enter}} - Mark stone economic/non-economic&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Stocks Screen ====&lt;br /&gt;
[[Image:StocksScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lists every item in your fortress.&lt;br /&gt;
*A: General item grouping&lt;br /&gt;
*B: Count of each general type. The white number counts usable items, the red number (if any) counts items that cannot be used, including those which belong to others (such as a caravan) and those which have been forbidden. A “?” at the end of a value means you haven't had your bookkeeper maintain records precise enough to know the exact value yet.&lt;br /&gt;
*C: individual kinds of items.  Items of the same kind but different [[quality]] are grouped together unless {{K|Tab}} is pressed.&lt;br /&gt;
*{{K|tab}}: Mode - Changes between listing single items, and grouping items of different quality but same type together.&lt;br /&gt;
*{{K|z}}: Zoom - only available after pressing {{K|tab}}, zooms screen to selected item.&lt;br /&gt;
*{{K|v}}: View - only available after pressing {{K|tab}}, views information on selected item.&lt;br /&gt;
*{{K|m}}: Melt - Marks/unmarks item or group to be melted&lt;br /&gt;
*{{K|f}}: Forbid - Marks/unmarks item or group to be forbidden&lt;br /&gt;
*{{K|d}}: Dump - Marks/unmarks item or group to be dumped&lt;br /&gt;
*{{K|h}}: Hide - Marks/unmarks item or group to be hidden&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Health Screen ====&lt;br /&gt;
[[Image:HealthScreen2010.png|right|480px]]&lt;br /&gt;
:''Main article: [[Health screen]]''&lt;br /&gt;
&lt;br /&gt;
:Lists all types of [[Healthcare]] information about tamed animals and dwarves in your fortress.  Only visible if you have appointed a [[Chief medical dwarf]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Justice Screen ====&lt;br /&gt;
[[Image:JusticeScreen2010.png|right|480px]]&lt;br /&gt;
:Lists information about Justice at your fortress.&lt;br /&gt;
&lt;br /&gt;
* A - Any criminals currently wanted or being punished are listed here&lt;br /&gt;
* B - Shows details about the currently selected criminal - crimes committed, punishment sentenced, and the officer currently assigned to carry out punishments.&lt;br /&gt;
* C - This lists the number of cages and chains marked for jailing criminals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
[[Image:HelpScreen2010.png|right|480px]]&lt;br /&gt;
Shows basic help on Dwarf Fortress. Accessed by pressing {{K|?}}.&lt;br /&gt;
*Introduction: What you will be doing in the game.&lt;br /&gt;
*Creating Your World: What happens during world generation.&lt;br /&gt;
*Preparing For The Journey: Covers site selection, unit preparation and equipment selection.&lt;br /&gt;
*Your First Outpost: What happens when the game starts, and how to use designations, get food and drinks, make crafts, defence and a few more important topics.&lt;br /&gt;
*The Many Menus: Navigating through the game's many menus, and explanation of every of them.&lt;br /&gt;
*Icons: A small list of game's ASCII icons and their meaning.&lt;br /&gt;
*Tables: There is currently only one table, &amp;quot;Item Designations&amp;quot;, which explains what do various symbols around item names (eg. -Steel Sword-) mean.&lt;br /&gt;
*The Adventurer's Manual: Information on Adventure Mode.&lt;br /&gt;
*Technical: Backing up saves, using them in newer versions, changing options and what to do when your keyboard doesn't work.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Menu&amp;diff=215943</id>
		<title>Menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Menu&amp;diff=215943"/>
		<updated>2015-02-06T15:03:54Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Designations Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a complex game, and a complex game requires a complex [[Dwarf_fortress_mode#Gameplay_User_Interface|user interface]]. The purpose of this page is to help players look up the meaning of user interface elements, and it functions like a basic reference of the functions; specific menu items are (mostly) discussed in more detail in their own pages.&lt;br /&gt;
&lt;br /&gt;
If you find a menu where the words have been cut off due to the menu width, press the Tab key to cycle through menu display options.  &lt;br /&gt;
&lt;br /&gt;
==Main menu==&lt;br /&gt;
 [[Image:Main menu 0.34.11.png|right]]&lt;br /&gt;
* {{K|a}}: View Announcements - Displays recent [[announcement]]s&lt;br /&gt;
* {{K|b}}: Building - The [[#Building Menu|Building Menu]]&lt;br /&gt;
* {{K|r}}: Reports - Combat [[reports]]&lt;br /&gt;
* {{K|c}}: View civilizations - Shows [[Civilization]]s that have been met&lt;br /&gt;
* {{K|d}}: Designations - [[#Designate Menu|Designate Menu]]&lt;br /&gt;
* {{K|o}}: Set Order - [[Standing orders|Orders Menu]]&lt;br /&gt;
* {{K|k}}: Look Around &lt;br /&gt;
* {{K|j}}: Job List - [[#Jobs Screen|Jobs Screen]]&lt;br /&gt;
* {{K|m}}: Military - [[Military interface|Military Interface]]&lt;br /&gt;
* {{K|s}}: Squads - [[#Squads Menu|Squads Menu]]&lt;br /&gt;
* {{K|N}}: Points/Routes/Notes - [[#Notes Menu|Notes Menu]]&lt;br /&gt;
* {{K|w}}: Define Burrows - [[#Burrows Menu|Burrows Menu]]&lt;br /&gt;
* {{K|p}}: Stockpiles - [[#Stockpiles Menu|Stockpiles Menu]]&lt;br /&gt;
* {{K|i}}: Zones - Place a [[Activity zone|Zone]]&lt;br /&gt;
* {{K|q}}: Set Building Tasks/Prefs - &lt;br /&gt;
* {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]]&lt;br /&gt;
* {{K|t}}: View Items in Buildings&lt;br /&gt;
* {{K|v}}: View Units&lt;br /&gt;
* {{K|h}}: Hot Keys - [[#Hot Keys Menu|Hot Keys Menu]]&lt;br /&gt;
* {{K|n}}: Nobles and Administrators - [[#Nobles Screen|Nobles Screen]]&lt;br /&gt;
* {{K|z}}: Status - [[#Status Screen|Status Screen]]&lt;br /&gt;
* {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement&lt;br /&gt;
* {{K|?}}: Help - [[#Help Screen|Help Screen]]&lt;br /&gt;
* {{K|Esc}}: Options - Set [[Dwarf fortress mode#Options Screen|Options]]&lt;br /&gt;
* {{K|;}}: Movies&lt;br /&gt;
* {{K|D}}:  Depot Access - View whether your [[Trade depot]]s can be reached by [[trader]]s' [[wagon]]s&lt;br /&gt;
* {{K|Space}}: Resume&lt;br /&gt;
* {{K|.}}: One-Step&lt;br /&gt;
* {{K|u}}: [[#Units Screen|Units List]] - View dwarves, pets, dead, and other animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Building Menu ===&lt;br /&gt;
[[Image:Building menu 0.34.11.png|right]]&lt;br /&gt;
:This menu lists objects/buildings that can be placed.  Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.&lt;br /&gt;
* Armor Stand ({{K|a}}) - Place a built [[Armor stand]] (req. [[Furniture hauling]])&lt;br /&gt;
* Bed ({{K|b}}) - Place a built [[Bed]] (req. [[Furniture hauling]])&lt;br /&gt;
* Seat ({{K|c}}) - Place a built [[Throne]] (req. [[Furniture hauling]])&lt;br /&gt;
* Burial Receptacle ({{K|n}}) - Place a built [[Coffin]] (req. [[Furniture hauling]])&lt;br /&gt;
* Door ({{K|d}}) - Place a built [[Door]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floodgate ({{K|x}}) - Place a built [[Floodgate]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floor Hatch ({{K|H}}) - Place a built [[Floor hatch]] (req. [[Furniture hauling]])&lt;br /&gt;
* Wall Grate ({{K|W}}) - Place a built [[Wall grate]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floor Grate ({{K|G}}) - Place a built [[Floor grate]] (req. [[Furniture hauling]])&lt;br /&gt;
* Vertical Bars ({{K|B}}) - Place [[Vertical bars]] (req. [[Furniture hauling]])&lt;br /&gt;
* Floor Bars ({{K|Alt}}+({{K|b}}) - Place [[Floor bars]] (req. [[Furniture hauling]])&lt;br /&gt;
* Cabinet ({{K|f}}) - Place a built [[Cabinet]] (req. [[Furniture hauling]])&lt;br /&gt;
* Container ({{K|h}}) - Place a built [[Container]] (req. [[Furniture hauling]])&lt;br /&gt;
* Kennels ({{K|k}}) - Construct a [[Kennel]] (req. [[animal training]], [[small animal dissection]] and/or [[trapping]] labor)&lt;br /&gt;
* Farm Plot ({{K|p}}) - Place a [[Farm]] (req. [[Farming (fields)]] labor)&lt;br /&gt;
* Weapon Rack ({{K|r}}) - Place a built [[Weapon rack]] (req. [[Furniture hauling]])&lt;br /&gt;
* Statue ({{K|s}}) - Place a built [[Statue]] (req. [[Furniture hauling]])&lt;br /&gt;
* Table ({{K|t}}) - Place a built [[Table]] (req. [[Furniture hauling]])&lt;br /&gt;
* Paved Road ({{K|o}}) - Build a [[Road|Paved road]] (req. [[Architecture]] labor)&lt;br /&gt;
* Dirt Road ({{K|O}}) - Build a [[Dirt road]] (req. [[Architecture]] labor)&lt;br /&gt;
* Bridge ({{K|g}}) - Build a [[Bridge]] (req. [[Architecture]] labor)&lt;br /&gt;
* Well ({{K|l}}) - Build a [[Well]] (req. [[Architecture]] labor)&lt;br /&gt;
* Siege Engines ({{K|i}})&lt;br /&gt;
** Ballista ({{K|b}})&lt;br /&gt;
** Catapult ({{K|c}})&lt;br /&gt;
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various [[Workshop]]s&lt;br /&gt;
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various [[Furnace]]s&lt;br /&gt;
* Glass Window ({{K|y}}) - Place a built [[window|Glass window]] (req. [[Furniture hauling]])&lt;br /&gt;
* Gem Window ({{K|Y}}) - Create a [[Gem window]] ('''with job''')&lt;br /&gt;
* Wall/Floor/Stairs ({{K|C}})&lt;br /&gt;
** Wall ({{K|w}}) - Build a [[Wall]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Floor ({{K|f}}) - Build a [[Floor]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Ramp ({{K|r}}) - Build a [[Ramp]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Up Stair ({{K|u}}) - Build a [[Up stair]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Down Stair ({{K|d}}) - Build a [[Down stair]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Up/Down Stair ({{K|x}}) - Build a [[Stairs|Up/Down Stair]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
** Fortification ({{K|F}}) - Build a [[Fortification]] (req. [[Masonry]]/[[Carpenter]] labor)&lt;br /&gt;
* Trade Depot ({{K|D}}) - Construct a [[Trade depot]]&lt;br /&gt;
* Traps/Levers ({{K|T}})&lt;br /&gt;
** Stone-Fall Trap ({{K|s}}) - Build a [[Trap|Stone-fall trap]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Weapon Trap ({{K|w}}) - Build a [[Weapon trap]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Lever ({{K|l}}) - Build a [[Lever]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Pressure Plate ({{K|p}}) - Build a [[Pressure plate]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Cage Trap ({{K|c}}) - Build a [[Cage trap]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Upright Spear/Spike ({{K|S}}) - Build a [[Trap|Upright Spear/Spike]] (req. [[Mechanics]] labor)&lt;br /&gt;
* Machine Components ({{K|M}})&lt;br /&gt;
** Screw Pump ({{K|s}}) - Build a [[Screw pump]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Water Wheel ({{K|w}}) - Build a [[Water wheel]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Windmill ({{K|m}}) - Build a [[Windmill]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Gear Assembly ({{K|g}}) - Build a [[Gear assembly]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Horizontal Axle ({{K|h}}) - Build a [[axle|Horizontal axle]] (req. [[Mechanics]] labor)&lt;br /&gt;
** Vertical Axle ({{K|v}}) - Build a [[axle|Vertical axle]] (req. [[Mechanics]] labor)&lt;br /&gt;
* Support ({{K|S}}) - Construct a [[Support]] (req. [[Architecture]] labor)&lt;br /&gt;
* Animal Trap ({{K|m}}) - Place an [[Animal trap]] (with hauling)&lt;br /&gt;
* Restraint ({{K|v}}) - Place a [[Restraint]] (req. [[Furniture hauling]])&lt;br /&gt;
* Cage ({{K|j}}) - Place a built [[Cage]] (req. [[Furniture hauling]])&lt;br /&gt;
* Archery Target ({{K|A}}) - Build an [[Archery target]] (req. [[Architecture]] labor)&lt;br /&gt;
* Traction Bench ({{K|R}}) - Place a [[Traction bench]] (req. [[Furniture hauling]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Workshops Menu ====&lt;br /&gt;
[[Image:Workshop menu 0.34.11.png|right]]&lt;br /&gt;
*Leather works ({{K|e}}) - Build a [[Leather works]] (req. [[Leatherworking]] labor)&lt;br /&gt;
*Quern ({{K|q}}) - Build a [[Quern]] (req. [[Milling]] labor)&lt;br /&gt;
*Millstone ({{K|M}}) - Build a [[Millstone]] (req. [[Mechanics]] labor)&lt;br /&gt;
*Loom ({{K|o}}) - Build a [[Loom]] (req. [[Weaving]] labor)&lt;br /&gt;
*Clothier's Shop ({{K|k}}) - Build a [[Clothier's shop]] (req. [[Clothesmaking]] labor)&lt;br /&gt;
*Bowyer's Workshop ({{K|b}}) - Build a [[Bowyer's workshop]] (req. [[Crossbow-making]] labor)&lt;br /&gt;
*Carpenter's Workshop ({{K|c}})  - Build a [[Carpenter's workshop]] (req. [[Carpentry]] labor)&lt;br /&gt;
*Metalsmith's Forge ({{K|f}}) - Build a [[Metalsmith's forge]] (req. [[Weaponsmithing]]/[[Armoring]]/[[Blacksmithing]]/[[Metalcrafting]] labor)&lt;br /&gt;
*Magma Forge ({{K|v}}) - Build a [[Magma forge]] (req. [[Weaponsmithing]]/[[Armoring]]/[[Blacksmithing]]/[[Metalcrafting]] labor)&lt;br /&gt;
*Jeweler's Workshop ({{K|j}}) - Build a [[Jeweler's workshop]] (req. [[Gem cutting]] or [[Gem setting]] labor)&lt;br /&gt;
*Mason's Workshop ({{K|m}}) - Build a [[Mason's workshop]] (req. [[Masonry]] labor)&lt;br /&gt;
*Butcher's Shop ({{K|u}}) - Build a [[Butcher's shop]] (req. [[Butchery]] labor)&lt;br /&gt;
*Tanner's Shop ({{K|n}}) - Build a [[Tanner's shop]] (req. [[Tanning]] labor)&lt;br /&gt;
*Craftsdwarf's Workshop ({{K|r}}) - Build a [[Craftsdwarf's workshop]] (req. [[Woodcrafting]]/[[Bone carving]]/[[Stonecrafting]] labor)&lt;br /&gt;
*Siege Workshop ({{K|s}}) - Build a [[Siege workshop]] (req. [[Siege engineering]] labor)&lt;br /&gt;
*Mechanic's Workshop ({{K|t}}) - Build a [[Mechanic's workshop]] (req. [[Mechanics]] labor)&lt;br /&gt;
*Still ({{K|l}}) - Build a [[Still]] (req. [[Brewing]] labor)&lt;br /&gt;
*Farmer's Workshop ({{K|w}}) - Build a [[Farmer's workshop]] (req. [[Plant processing]]/[[Milking]]/[[Cheese making]] labor)&lt;br /&gt;
*Kitchen ({{K|z}}) - Build a [[Kitchen]] (req. [[Cooking]] labor)&lt;br /&gt;
*Fishery ({{K|h}}) - Build a [[Fishery]] (req. [[Fishing]]/[[Fish cleaning]] labor)&lt;br /&gt;
*Ashery ({{K|y}}) - Build an [[Ashery]] (req. [[Potash making]] or [[Lye making]] labor)&lt;br /&gt;
*Dyer's Shop ({{K|d}}) - Build a [[Dyer's shop]] (req. [[Dyeing]] labor)&lt;br /&gt;
*Soap Maker's Workshop ({{K|S}}) - Build a [[Soap maker's workshop]] (req. [[Soap making]] labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Furnaces Menu ====&lt;br /&gt;
[[Image:Furnace menu 0.34.11.png|right]]&lt;br /&gt;
*Wood Furnce ({{K|w}}) - Build a [[Wood furnace]] (req. [[Architecture]] labor)&lt;br /&gt;
*Smelter ({{K|s}}) - Build a [[Smelter]] (req. [[Architecture]] and [[Masonry]] labor)&lt;br /&gt;
*Glass Furnace ({{K|g}}) - Build a [[Glass furnace]] (req. [[Architecture]] and  [[Masonry]]/[[Metalsmithing]] labor)&lt;br /&gt;
*Kiln ({{K|k}}) - Build a [[Kiln]] (req. [[Architecture]] and [[Masonry]] labor)&lt;br /&gt;
*Magma Smelter ({{K|l}}) - Build a [[Magma smelter]] (req. [[Architecture]] and  [[Masonry]] labor)&lt;br /&gt;
*Magma Glass Furnace ({{K|a}}) - Build a [[Magma glass furnace]] (req. [[Architecture]] and  [[Masonry]]/[[Metalsmithing]] labor)&lt;br /&gt;
*Magma Kiln ({{K|n}}) - Build a [[Magma kiln]] (req. [[Architecture]] and  [[Masonry]] labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Combat reports Screen===&lt;br /&gt;
[[Image:CombatReportsScreen2010.png|right]]&lt;br /&gt;
Hit r to enter the report screen then go through the listing until you find the desired victim.&lt;br /&gt;
&lt;br /&gt;
=== Designations Menu ===&lt;br /&gt;
[[Image:DesignateMenu2010.png|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Designations Menu]] (accessed by {{K|d}} provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations. This menu is [[Mouse control|mouse-enabled]].&lt;br /&gt;
&lt;br /&gt;
===Jobs Screen===&lt;br /&gt;
[[Image:JobsScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Squads Menu ===&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
:This menu allows you to manage your squads&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Notes Menu ===&lt;br /&gt;
[[Image:NotesMenu2010.png|right]]&lt;br /&gt;
:Allows the placement of notes, also referred to as “points”.  Required to create patrol routes, often used to label levers so you can remember what they are connected to.&lt;br /&gt;
*{{K|p}}: Place - Places a note on the cursor&lt;br /&gt;
*{{K|d}}: Delete - Deletes notes on the cursor&lt;br /&gt;
*{{K|n}}: Name - Name/label the note placed at this point&lt;br /&gt;
*{{K|t}}: Note text - Add additional information for the note&lt;br /&gt;
*{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
*{{K|s}}: Adopt selected symbol - Makes all future notes use the selected options .&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|r}}:Routes – [[#Routes Menu]] allows linking of Notes/points together to form routes for patrols.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
====Routes Menu ====&lt;br /&gt;
[[Image:RoutesMenu2010.png|right]]&lt;br /&gt;
*{{K|a}}: Add route - Create a new route.&lt;br /&gt;
*{{K|e}}: Edit waypts - Edit points that make up the route.&lt;br /&gt;
**{{K|a}}: Add waypt - Add current point to route.&lt;br /&gt;
**{{K|d}}: Add waypt - Delete current point from route.&lt;br /&gt;
**{{K|p}}: Add waypt - Finish editing route.&lt;br /&gt;
*{{K|d}}: Del route - Delete currently selected route.&lt;br /&gt;
*{{K|n}}: Name route - Name current route&lt;br /&gt;
*{{K|c}}: Center - Center on route.&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} -  Select different routes&lt;br /&gt;
*{{K|p}}: Back to points/notes - Return to [[#Notes Menu|Notes menu]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Burrows Menu ===&lt;br /&gt;
[[Image:BurrowsMenu2010.png|right]]&lt;br /&gt;
:This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work&lt;br /&gt;
*{{K|a}}: Add new burrow - Create a new burrow&lt;br /&gt;
*{{K|d}}: Delete - Delete currently selected burrow&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}}: Change selection - Switch burrows&lt;br /&gt;
*{{K|Enter}}: Define this burrow - Select areas that make up burrow, multiple areas can be created.&lt;br /&gt;
**{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
**{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|c}}: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.&lt;br /&gt;
*{{K|z}}: Center on burrow &lt;br /&gt;
*{{K|Esc}}: Done&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles Menu ===&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
:Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.&lt;br /&gt;
*{{K|a}}: Animal  - Stores animals in cages/traps, empty cages/traps&lt;br /&gt;
*{{K|f}}: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/etc.)&lt;br /&gt;
*{{K|u}}: Furniture Storage - Stores furniture and siege ammo&lt;br /&gt;
*{{K|y}}: Graveyard - Stores dead dwarves&lt;br /&gt;
*{{K|r}}: Refuse - Stores garbage/dead animals/bones/skulls/shells&lt;br /&gt;
*{{K|s}}: Stone - Stores stone/ore&lt;br /&gt;
*{{K|w}}: Wood - Stores wood&lt;br /&gt;
*{{K|e}}: Gem - Stores rough/cut gems&lt;br /&gt;
*{{K|b}}: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)&lt;br /&gt;
*{{K|h}}: Cloth - Stores cloth/thread&lt;br /&gt;
*{{K|l}}: Leather - Stores leather&lt;br /&gt;
*{{K|z}}: Ammo - Stores Bolts/Arrows/Blowdarts&lt;br /&gt;
*{{K|n}}: Coins - Stores coins&lt;br /&gt;
*{{K|g}}: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)&lt;br /&gt;
*{{K|p}}: Weapons - Stores weapons/trap components&lt;br /&gt;
*{{K|d}}: Armor - Stores armor&lt;br /&gt;
*{{K|c}}: Customer Stockpile - Build custom stockpile (define with {{K|t}})&lt;br /&gt;
*{{K|t}}: Custom Settings - Define custom stockpile&lt;br /&gt;
*{{K|/}}{{K|*}}: Reserved Barrels - Set the number of barrels that will be reserved for workshop use (such as the [[Still]]).&lt;br /&gt;
*{{K|-}}:{{K|+}}: Reserved Bins - Set the number of bins that will be reserved for workshop use.&lt;br /&gt;
*{{K|x}}: Remove Designation - Remove stockpiles&lt;br /&gt;
*{{K|Enter}}: Select - Place start/end corner of stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Hot Keys Menu ===&lt;br /&gt;
[[Image:HotKeysMenu2010.png|right]]&lt;br /&gt;
:Allows the editing of hotkeys.  Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.&lt;br /&gt;
*{{K|F#}}: Select line F#&lt;br /&gt;
*{{K|Shift}}+{{K|F#}}: Select line Shift+F#&lt;br /&gt;
*{{K|n}}: Change Name - Name this hotkey&lt;br /&gt;
*{{K|z}}: Zoom Here - Set screen to zoom the current location when selected hotkey is pressed.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Nobles Screen ===&lt;br /&gt;
[[Image:NoblesScreen2010.png|right|480px|225px]]&lt;br /&gt;
:In this screen various [[nobles]] can be assigned/removed.   See the [[nobles]] article for details on nobles, their requirements/demands/mandates.&lt;br /&gt;
*{{K|Enter}}:  View Unit/Fill Vacancy - Assigns a unit to the position if it's empty, otherwise opens the View screen for that unit.&lt;br /&gt;
*{{K|r}}:  Replace - Replace the current position if possible, or place if empty.&lt;br /&gt;
*{{K|s}}:  Settings - Only available for the [[bookkeeper]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
[[Image:StatusScreen2010.png|right|480px]]&lt;br /&gt;
:Shows basic Fortress status.&lt;br /&gt;
*A - [[#Animals Screen|Animals]]&lt;br /&gt;
*B - [[#Kitchen Screen|Kitchen]]&lt;br /&gt;
*C - [[#Stone Screen|Stone]]&lt;br /&gt;
*D - [[#Stocks Screen|Stocks]]&lt;br /&gt;
*E - [[#Health Screen|Health]]&lt;br /&gt;
*F - [[#Justice Screen|Justice]]&lt;br /&gt;
*G - Date - Day Month, Year, Early/Middle/Late Season - [[Trade]] caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn&lt;br /&gt;
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of [[Immigration|immigrants]], and [[siege]]s.  The wealth of unground structures you can't see is listed here.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*I: How much wealth you have acquired through trade, or traded away (Import/Export)&lt;br /&gt;
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.&lt;br /&gt;
*{{K|←}}{{K|→}} - Move sub-menu&lt;br /&gt;
*{{K|Enter}} - Select sub-menu&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Animals Screen ====&lt;br /&gt;
[[Image:AnimalsScreen2010.png|right|480px]]&lt;br /&gt;
:This shows information about all tame animals at your fortress.&lt;br /&gt;
*A: Animal type.  Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.&lt;br /&gt;
*B: Gender:  Amulet is Female, Bag (circle with arrow) is male.&lt;br /&gt;
*C: Who owns the animal.  Animals marked unavailable can't be adopted.  Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher's shop.  Cats are marked as Uninterested and can't be set as available, cats will adopt dwarves themselves.&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|Enter}} - Toggle pet availability (not possible on untamed or cats)&lt;br /&gt;
*{{K|b}} - Slaughter&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Kitchen Screen ====&lt;br /&gt;
[[Image:KitchenScreen2010.png|right|480px]]&lt;br /&gt;
:This screen allows you to control what food is processed in which manner.&lt;br /&gt;
*A: Type of food&lt;br /&gt;
*B: Count for that food.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No&lt;br /&gt;
*D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between food items&lt;br /&gt;
*{{K|c}} - Toggle cook.&lt;br /&gt;
*{{K|b}} - Toggle brew.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Stone Screen ====&lt;br /&gt;
[[Image:StoneScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lets you restrict usage of stone to specific tasks.  All possible stones are listed here.&lt;br /&gt;
*A: Type of Stone/ore/bar.&lt;br /&gt;
*B: Various reactions that this item is a part of (&amp;lt;b&amp;gt;these can be selected for more information&amp;lt;/b&amp;gt;)&lt;br /&gt;
*{{K|Enter}} - Mark stone economic/non-economic&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Stocks Screen ====&lt;br /&gt;
[[Image:StocksScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lists every item in your fortress.&lt;br /&gt;
*A: General item grouping&lt;br /&gt;
*B: Count of each general type. The white number counts usable items, the red number (if any) counts items that cannot be used, including those which belong to others (such as a caravan) and those which have been forbidden. A “?” at the end of a value means you haven't had your bookkeeper maintain records precise enough to know the exact value yet.&lt;br /&gt;
*C: individual kinds of items.  Items of the same kind but different [[quality]] are grouped together unless {{K|Tab}} is pressed.&lt;br /&gt;
*{{K|tab}}: Mode - Changes between listing single items, and grouping items of different quality but same type together.&lt;br /&gt;
*{{K|z}}: Zoom - only available after pressing {{K|tab}}, zooms screen to selected item.&lt;br /&gt;
*{{K|v}}: View - only available after pressing {{K|tab}}, views information on selected item.&lt;br /&gt;
*{{K|m}}: Melt - Marks/unmarks item or group to be melted&lt;br /&gt;
*{{K|f}}: Forbid - Marks/unmarks item or group to be forbidden&lt;br /&gt;
*{{K|d}}: Dump - Marks/unmarks item or group to be dumped&lt;br /&gt;
*{{K|h}}: Hide - Marks/unmarks item or group to be hidden&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Health Screen ====&lt;br /&gt;
[[Image:HealthScreen2010.png|right|480px]]&lt;br /&gt;
:''Main article: [[Health screen]]''&lt;br /&gt;
&lt;br /&gt;
:Lists all types of [[Healthcare]] information about tamed animals and dwarves in your fortress.  Only visible if you have appointed a [[Chief medical dwarf]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Justice Screen ====&lt;br /&gt;
[[Image:JusticeScreen2010.png|right|480px]]&lt;br /&gt;
:Lists information about Justice at your fortress.&lt;br /&gt;
&lt;br /&gt;
* A - Any criminals currently wanted or being punished are listed here&lt;br /&gt;
* B - Shows details about the currently selected criminal - crimes committed, punishment sentenced, and the officer currently assigned to carry out punishments.&lt;br /&gt;
* C - This lists the number of cages and chains marked for jailing criminals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
[[Image:HelpScreen2010.png|right|480px]]&lt;br /&gt;
Shows basic help on Dwarf Fortress. Accessed by pressing {{K|?}}.&lt;br /&gt;
*Introduction: What you will be doing in the game.&lt;br /&gt;
*Creating Your World: What happens during world generation.&lt;br /&gt;
*Preparing For The Journey: Covers site selection, unit preparation and equipment selection.&lt;br /&gt;
*Your First Outpost: What happens when the game starts, and how to use designations, get food and drinks, make crafts, defence and a few more important topics.&lt;br /&gt;
*The Many Menus: Navigating through the game's many menus, and explanation of every of them.&lt;br /&gt;
*Icons: A small list of game's ASCII icons and their meaning.&lt;br /&gt;
*Tables: There is currently only one table, &amp;quot;Item Designations&amp;quot;, which explains what do various symbols around item names (eg. -Steel Sword-) mean.&lt;br /&gt;
*The Adventurer's Manual: Information on Adventure Mode.&lt;br /&gt;
*Technical: Backing up saves, using them in newer versions, changing options and what to do when your keyboard doesn't work.&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bookkeeper&amp;diff=215342</id>
		<title>DF2014 Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bookkeeper&amp;diff=215342"/>
		<updated>2015-01-13T01:22:24Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Created page with &amp;quot; == Does bookkeeper really need to maintain accuracy? == I have never seen the bookkeeper start updating the stock records after he's done updating it at full. Plus, [http://t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Does bookkeeper really need to maintain accuracy? ==&lt;br /&gt;
I have never seen the bookkeeper start updating the stock records after he's done updating it at full. Plus, [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress this webpage] claims that the records stay &amp;quot;updated perfectly forever&amp;quot; under &amp;quot;Badass Bookworm&amp;quot;. Who is right?--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 01:22, 13 January 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Controls&amp;diff=215341</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Controls&amp;diff=215341"/>
		<updated>2015-01-13T01:16:37Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Interface */  Tell me even one place where Space is Cancel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:14, 10 March 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This document contains a list of the default controls for Dwarf Fortress as of version v0.27.169.32a.  Controls may be [[Key bindings|customized]] through the use of the {{key|Esc}}{{k|↓}}{{k|↓}}{{k|Enter}} menu or by editing the file data/init/interface.txt, but this is not recommended for new players. &lt;br /&gt;
&lt;br /&gt;
Controls are usually listed on the bottom of the window or next to the respective option when you have opened a menu.&lt;br /&gt;
&lt;br /&gt;
Arrows are shown on the edges of the screen if more options are available beyond the screen.  Use the [[Controls#Interface|Interface]] keys to scroll through the list of options.&lt;br /&gt;
&lt;br /&gt;
For purposes of the game, note that any key designated in uppercase means to hold Shift while tapping that key.  For instance, {{key|V}} means to press {{key|Shift}}+{{key|v}}. Also, pressing a key with Caps Lock turned on will work similar to pressing the key while holding shift. For example, if you want to press {{key|C}} then you could do it by pressing {{key|Shift}}+{{key|c}} or by pressing {{key|Caps Lock}} and then pressing {{key|c}}.&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
* {{key|+}} - Next option / Increase quantity&lt;br /&gt;
* {{key|-}} - Previous option / Decrease quantity&lt;br /&gt;
* {{key|*}} - Next page&lt;br /&gt;
* {{key|/}} - Previous page&lt;br /&gt;
* {{key|&amp;amp;uarr;}} - Next option&lt;br /&gt;
* {{key|&amp;amp;darr;}} - Previous option&lt;br /&gt;
* {{key|&amp;amp;larr;}} - Next column&lt;br /&gt;
* {{key|&amp;amp;rarr;}} - Previous column&lt;br /&gt;
* {{key|PgUp}} - Next page/screen&lt;br /&gt;
* {{key|PgDn}} - Previous page/screen&lt;br /&gt;
When it is possible to scroll the map while a menu is open, the arrow keys cannot be used to select menu options; instead, the {{key|+}}, {{key|-}}, {{key|*}}, and {{key|/}} keys are repurposed to allow selection from menus.&lt;br /&gt;
* {{k|F11}} - Toggle Fullscreen&lt;br /&gt;
* {{k|F1}} - Save World Parameters from creation screen&lt;br /&gt;
* {{k|F6}} - Load World Parameters from creation screen&lt;br /&gt;
* {{k|F1}}-{{k|F9}} - Toggle selected biome while on embark map&lt;br /&gt;
* {{k|F9}} - Exit certain text menus (Fortress naming, Trade goods menu, ...)&lt;br /&gt;
* {{k|F1}}-{{k|Shift}}{{k|F8}} - Jump to bookmarked map point (Set via {{k|h}}otkeys menu)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* {{key|?}} - Help&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}} - Movies / Stop Recording&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|l}} - Load a Moving Record&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|p}} - Play the Active Moving Record&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|r}} - Start Recording (overwrites active record)&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|s}} - Save the Active Moving Record&lt;br /&gt;
* {{key|Tab}} - Change mode (useful for enlarging [[Unreadable menus]])&lt;br /&gt;
* {{key|Esc}} - Options&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* {{key|Esc}} - Cancel&lt;br /&gt;
* {{key|Enter}} - Select&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
Move cursor / scroll map:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|Home}}&amp;lt;br/&amp;gt;Northwest&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;uarr;}}&amp;lt;br/&amp;gt;North&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|PgUp}}&amp;lt;br/&amp;gt;Northeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;larr;}}&amp;lt;br/&amp;gt;West&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;rarr;}}&amp;lt;br/&amp;gt;East&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|End}}&amp;lt;br/&amp;gt;Southwest&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;darr;}}&amp;lt;br/&amp;gt;South&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|PgDn}}&amp;lt;br/&amp;gt;Southeast&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or, with the numeric keypad:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|7}}&amp;lt;br/&amp;gt;Northwest&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|8}}&amp;lt;br/&amp;gt;North&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|9}}&amp;lt;br/&amp;gt;Northeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|4}}&amp;lt;br/&amp;gt;West&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|6}}&amp;lt;br/&amp;gt;East&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|1}}&amp;lt;br/&amp;gt;Southwest&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|2}}&amp;lt;br/&amp;gt;South&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|3}}&amp;lt;br/&amp;gt;Southeast&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hold {{key|Shift}} while pressing the above keys to move the cursor very rapidly.  Note that some users may experience &amp;quot;stuck keys&amp;quot; and other glitches unless Num Lock is ''off''.&lt;br /&gt;
&lt;br /&gt;
* {{key|&amp;amp;gt;}} - Down a level (Z-Axis)&lt;br /&gt;
* {{key|&amp;amp;lt;}} - Up a level (Z-Axis)&lt;br /&gt;
* {{key|Ctrl}}{{key|5}} - Down a level (Z-Axis)&lt;br /&gt;
* {{key|Shift}}{{key|5}} - Up a level (Z-Axis)&lt;br /&gt;
&lt;br /&gt;
== Adventure ==&lt;br /&gt;
* {{key|a}} - View announcements&lt;br /&gt;
* {{key|A}} - Attack an adjacent creature / Change mode to [[wrestle]]&lt;br /&gt;
* {{unusedkey|b}}&lt;br /&gt;
* {{key|c}} - View companions&lt;br /&gt;
* {{key|C}} - Combat preferences&lt;br /&gt;
* {{key|d}} - Drop an item&lt;br /&gt;
* {{key|D}} - Date/time&lt;br /&gt;
* {{key|e}} - Eat or drink something&lt;br /&gt;
* {{key|f}} - Fire a projectile&lt;br /&gt;
* {{key|g}} - Pick up an item&lt;br /&gt;
* {{key|h}} - Hold or hang from something (to climb)&lt;br /&gt;
* {{key|i}} - Inventory&lt;br /&gt;
* {{key|I}} - Interact with an object in an advanced way&lt;br /&gt;
* {{key|j}} - Jump. Sprint in movement options {{key|S}} to run and jump&lt;br /&gt;
* {{key|k}} - Talk to somebody&lt;br /&gt;
* {{key|K}} - Display nearby tracks&lt;br /&gt;
* {{key|Alt}}+{{key|k}} - Display information for freshest track&lt;br /&gt;
* {{key|l}} - Look around&lt;br /&gt;
* {{key|L}} - Search the nearby area very carefully&lt;br /&gt;
* {{key|m}} - Change movement preferences (e.g. swimming)&lt;br /&gt;
* {{unusedkey|n}}&lt;br /&gt;
* {{key|o}} - Show strongest odor&lt;br /&gt;
* {{key|O}} - Display odor information&lt;br /&gt;
* {{key|p}} - Put an item in a container&lt;br /&gt;
* {{key|P}} - Temperature&lt;br /&gt;
* {{key|q}} - Holster/Unholster held weapons or items&lt;br /&gt;
* {{key|Q}} - Adventure log&lt;br /&gt;
* {{key|r}} - Remove an item you are wearing or from a container&lt;br /&gt;
* {{key|s}} - Stand or lie down&lt;br /&gt;
* {{key|S}} - Sneak/speed&lt;br /&gt;
* {{key|t}} - Throw an item&lt;br /&gt;
* {{key|T}} - Travel&lt;br /&gt;
* {{key|u}} - Interact with a building, furniture or mechanism&lt;br /&gt;
* {{key|v}} - Center screen on adventurer&lt;br /&gt;
* {{key|w}} - Wear an item&lt;br /&gt;
* {{key|W}} - Weather&lt;br /&gt;
* {{key|x}} - Create an object or butcher a corpse&lt;br /&gt;
* {{key|y}} - Yield&lt;br /&gt;
* {{key|z}} - Status&lt;br /&gt;
* {{key|Z}} - Sleep&lt;br /&gt;
* {{key|Enter}} - Advance/clear messages&lt;br /&gt;
* {{key|.}} - Wait for ten instants (a normal step)&lt;br /&gt;
* {{key|,}} - Wait for one instant&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* {{key|&amp;amp;lt;}} {{key|&amp;amp;gt;}} - Move into/out of tunnel.&lt;br /&gt;
* {{key|c}} - Start/stop cloud viewing&lt;br /&gt;
* {{key|d}} - Visit location&lt;br /&gt;
* {{key|h}} - Display/hide instructions&lt;br /&gt;
* {{key|m}} - Display/hide map&lt;br /&gt;
* {{key|K}} - Display tracks/odor&lt;br /&gt;
* {{key|Q}} - Adventure log&lt;br /&gt;
* {{key|s}} - Sneak&lt;br /&gt;
* {{key|Z}} - Sleep&lt;br /&gt;
&lt;br /&gt;
== Fortress ==&lt;br /&gt;
* {{key|a}} - View Announcements&lt;br /&gt;
* {{key|b}} - Site a [[Building]]&lt;br /&gt;
* {{key|c}} - View [[Civilization]]s&lt;br /&gt;
* {{key|d}} - [[:category:Designations|Designations]]&lt;br /&gt;
* {{key|D}} - [[Trade depot]] access (appears when depot is built)&lt;br /&gt;
* {{unusedkey|e}}&lt;br /&gt;
* {{unusedkey|f}}&lt;br /&gt;
* {{unusedkey|g}}&lt;br /&gt;
* {{key|h}} - [[Hauling]]&lt;br /&gt;
* {{key|H}} - [[Hotkeys]]&lt;br /&gt;
* {{key|i}} - [[Zone]]s&lt;br /&gt;
* {{key|j}} - [[Job]] List&lt;br /&gt;
* {{key|k}} - Look Around&lt;br /&gt;
* {{key|l}} - [[Artifact]]s&lt;br /&gt;
* {{key|m}} - [[Military]]&lt;br /&gt;
* {{key|n}} - [[Nobles screen|Nobles and Administrators]]&lt;br /&gt;
* {{key|o}} - [[Standing orders|Set Orders and Options]]&lt;br /&gt;
* {{key|p}} - [[Stockpile]]s&lt;br /&gt;
* {{key|q}} - Set [[Building]] Tasks/Prefs&lt;br /&gt;
* {{key|r}} - View [[Room]]s/[[Building]]s&lt;br /&gt;
* {{unusedkey|s}}&lt;br /&gt;
* {{key|t}} - View Items in [[Building]]s&lt;br /&gt;
* {{key|u}} - Units list&lt;br /&gt;
* {{key|v}} - View [[:category:Creatures|Unit]]s&lt;br /&gt;
* {{key|w}} - [[Burrow]]s&lt;br /&gt;
* {{key|x}} - [[Squad]]s&lt;br /&gt;
* {{unusedkey|y}}&lt;br /&gt;
* {{key|z}} - [[Status]]&lt;br /&gt;
* {{key|Space}} - Pause/Resume&lt;br /&gt;
* {{key|Tab}} - Move Menu/Map&lt;br /&gt;
* {{key|.}} - Advance time by one-step (while paused)&lt;br /&gt;
&lt;br /&gt;
=== Building List ===&lt;br /&gt;
* {{key|a}} - [[Armor stand]]&lt;br /&gt;
* {{key|A}} - [[Archery target]]&lt;br /&gt;
* {{key|b}} - [[Bed]]&lt;br /&gt;
* {{key|B}} - [[Bars|Vertical bars]]&lt;br /&gt;
* {{key|Alt}}+{{key|b}} - [[Bars|Floor bars]]&lt;br /&gt;
* {{key|c}} - [[Seat]]&lt;br /&gt;
* {{key|C}} - Wall/Floor/Stairs ([[Construction]], &amp;quot;Rewall&amp;quot;)&lt;br /&gt;
* {{key|C}}{{key|d}} - [[Stair|Down stair]]&lt;br /&gt;
* {{key|C}}{{key|f}} - [[Floor]]&lt;br /&gt;
* {{key|C}}{{key|F}} - [[Fortification]]&lt;br /&gt;
* {{key|C}}{{key|r}} - [[Ramp]]&lt;br /&gt;
* {{key|C}}{{key|T}} - [[Track]]&lt;br /&gt;
* {{key|C}}{{key|u}} - [[Stair|Up stair]]&lt;br /&gt;
* {{key|C}}{{key|w}} - [[Wall]]&lt;br /&gt;
* {{key|C}}{{key|x}} - [[Stair|Up/down stair]]&lt;br /&gt;
* {{key|d}} - [[Door]]&lt;br /&gt;
* {{key|D}} - [[Trade depot]]&lt;br /&gt;
* {{key|e}} - [[Furnace]]s&lt;br /&gt;
* {{key|e}}{{key|g}} - [[Glass furnace]]&lt;br /&gt;
* {{key|e}}{{key|k}} - [[Kiln]]&lt;br /&gt;
* {{key|e}}{{key|s}} - [[Smelter]]&lt;br /&gt;
* {{key|e}}{{key|w}} - [[Wood furnace]]&lt;br /&gt;
* {{key|f}} - [[Cabinet]] (personal clothing storage)&lt;br /&gt;
* {{key|g}} - [[Bridge]]&lt;br /&gt;
* {{key|G}} - [[Grate|Floor grate]]&lt;br /&gt;
* {{key|h}} - [[Container]] (personal objects storage)&lt;br /&gt;
* {{key|H}} - [[Grate|Wall grate]]&lt;br /&gt;
* {{key|i}} - [[Siege engine]]s&lt;br /&gt;
* {{key|i}}{{key|b}} - [[Ballista]]&lt;br /&gt;
* {{key|i}}{{key|c}} - [[Catapult]]&lt;br /&gt;
* {{key|j}} - [[Cage]]&lt;br /&gt;
* {{key|k}} - [[Kennel]]s&lt;br /&gt;
* {{key|l}} - [[Well]]&lt;br /&gt;
* {{key|m}} - [[Animal trap]]&lt;br /&gt;
* {{key|M}} - [[Machine component]]s&lt;br /&gt;
* {{key|M}}{{key|g}} - [[Gear assembly]]&lt;br /&gt;
* {{key|M}}{{key|h}} - [[Axle|Horizontal axle]]&lt;br /&gt;
* {{key|M}}{{key|m}} - [[Windmill]]&lt;br /&gt;
* {{key|M}}{{key|s}} - [[Screw pump]]&lt;br /&gt;
* {{key|M}}{{key|v}} - [[Axle|Vertical axle]]&lt;br /&gt;
* {{key|M}}{{key|w}} - [[Water wheel]]&lt;br /&gt;
* {{key|n}} - [[Coffin|Burial receptacle]]&lt;br /&gt;
* {{key|o}} - [[Road|Paved road]]&lt;br /&gt;
* {{key|O}} - [[Road|Dirt road]]&lt;br /&gt;
* {{key|p}} - [[Farm plot]]&lt;br /&gt;
* {{unusedkey|q}}&lt;br /&gt;
* {{key|r}} - [[Weapon rack]]&lt;br /&gt;
* {{key|s}} - [[Statue]]&lt;br /&gt;
* {{key|S}} - [[Support]]&lt;br /&gt;
* {{key|t}} - [[Table]]&lt;br /&gt;
* {{key|T}} - [[Trap]]s/[[Lever]]s&lt;br /&gt;
* {{key|T}}{{key|c}} - [[Trap#Cage Trap|Cage trap]]&lt;br /&gt;
* {{key|T}}{{key|l}} - [[Lever]]&lt;br /&gt;
* {{key|T}}{{key|p}} - [[Trap#Pressure Plates|Pressure plate]]&lt;br /&gt;
* {{key|T}}{{key|s}} - [[Trap#Stone-fall Trap|Stone-fall trap]]&lt;br /&gt;
* {{key|T}}{{key|S}} - [[Trap#Upright Spear/Spike|Upright spear/spike]]&lt;br /&gt;
* {{key|T}}{{key|w}} - [[Trap#Weapon Trap|Weapon trap]]&lt;br /&gt;
* {{unusedkey|u}}&lt;br /&gt;
* {{key|v}} - [[Restraint]]&lt;br /&gt;
* {{key|w}} - [[Workshop]]s&lt;br /&gt;
* {{key|w}}{{key|a}} - [[Alchemist's laboratory]]&lt;br /&gt;
* {{key|w}}{{key|b}} - [[Bowyer's workshop]]&lt;br /&gt;
* {{key|w}}{{key|c}} - [[Carpenter's workshop]]&lt;br /&gt;
* {{key|w}}{{key|d}} - [[Dyer's shop]]&lt;br /&gt;
* {{key|w}}{{key|e}} - [[Leather works]]&lt;br /&gt;
* {{key|w}}{{key|f}} - [[Metalsmith's forge]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|g}}&lt;br /&gt;
* {{key|w}}{{key|h}} - [[Fishery]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|i}}&lt;br /&gt;
* {{key|w}}{{key|j}} - [[Jeweler's workshop]]&lt;br /&gt;
* {{key|w}}{{key|k}} - [[Clothier's shop]]&lt;br /&gt;
* {{key|w}}{{key|l}} - [[Still]]&lt;br /&gt;
* {{key|w}}{{key|m}} - [[Mason's workshop]]&lt;br /&gt;
* {{key|w}}{{key|M}} - [[Millstone]]&lt;br /&gt;
* {{key|w}}{{key|n}} - [[Tanner's shop]]&lt;br /&gt;
* {{key|w}}{{key|o}} - [[Loom]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|p}}&lt;br /&gt;
* {{key|w}}{{key|q}} - [[Quern]]&lt;br /&gt;
* {{key|w}}{{key|r}} - [[Craftsdwarf's workshop]]&lt;br /&gt;
* {{key|w}}{{key|s}} - [[Siege workshop]]&lt;br /&gt;
* {{key|w}}{{key|t}} - [[Mechanic's workshop]]&lt;br /&gt;
* {{key|w}}{{key|u}} - [[Butcher's shop]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|v}}&lt;br /&gt;
* {{key|w}}{{key|w}} - [[Farmer's workshop]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|x}}&lt;br /&gt;
* {{key|w}}{{key|y}} - [[Ashery]]&lt;br /&gt;
* {{key|w}}{{key|z}} - [[Kitchen]]&lt;br /&gt;
* {{key|W}} - [[Grate|Wall grate]]&lt;br /&gt;
* {{key|x}} - [[Floodgate]]&lt;br /&gt;
* {{key|y}} - [[Window|Glass window]]&lt;br /&gt;
* {{key|Y}} - [[Window|Gem window]]&lt;br /&gt;
&lt;br /&gt;
=== Building Placement ===&lt;br /&gt;
Size/Direction&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;width: 100px; background-color: #eee; text-align: center&amp;quot; | {{key|u}}&amp;lt;br/&amp;gt;Increase height&amp;lt;br/&amp;gt;North orientation&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 100px; background-color: #eee; text-align: center&amp;quot; | {{key|h}}&amp;lt;br/&amp;gt;Decrease width&amp;lt;br/&amp;gt;West orientation&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;width: 100px; background-color: #eee; text-align: center&amp;quot; | {{key|k}}&amp;lt;br/&amp;gt;Increase width&amp;lt;br/&amp;gt;East orientation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|m}}&amp;lt;br/&amp;gt;Decrease height&amp;lt;br/&amp;gt;South orientation&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Orientation (Bridge)&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|w}}&amp;lt;br/&amp;gt;Raises ↑&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|a}}&amp;lt;br/&amp;gt;Raises ←&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|s}}&amp;lt;br/&amp;gt;Retracts&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|d}}&amp;lt;br/&amp;gt;Raises →&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|x}}&amp;lt;br/&amp;gt;Raises ↓&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designation List ===&lt;br /&gt;
&lt;br /&gt;
* {{key|a}} - [[Carve fortifications]]&lt;br /&gt;
* {{key|b}}{{key|c}} - [[Reclaim|Reclaim items/buildings]]&lt;br /&gt;
* {{key|b}}{{key|f}} - [[Forbid|Forbid items/buildings]]&lt;br /&gt;
* {{key|b}}{{key|m}} - [[Melt_item|Melt Items]]&lt;br /&gt;
* {{key|b}}{{key|M}} - [[Melt_item|Remove Melt]]&lt;br /&gt;
* {{key|b}}{{key|d}} - [[Activity_zone#Garbage_Dump|Dump Items]]&lt;br /&gt;
* {{key|b}}{{key|D}} - [[Activity_zone#Garbage_Dump|Remove Dump]]&lt;br /&gt;
* {{key|b}}{{key|h}} - [[Hide_Items/Buildings|Hide items/buildings]]&lt;br /&gt;
* {{key|b}}{{key|H}} - [[Hide_Items/Buildings|Unhide items/buildings]]&lt;br /&gt;
* {{unusedkey|c}}&lt;br /&gt;
* {{key|d}} - [[Mine]]&lt;br /&gt;
* {{key|e}} - [[Engraving|Engrave stone]]&lt;br /&gt;
* {{unusedkey|f}}&lt;br /&gt;
* {{unusedkey|g}}&lt;br /&gt;
* {{key|h}} - [[Channel]]&lt;br /&gt;
* {{key|i}} - [[Up/down stairway]]&lt;br /&gt;
* {{key|j}} - [[Downward stairway]]&lt;br /&gt;
* {{unusedkey|k}}&lt;br /&gt;
* {{unusedkey|l}}&lt;br /&gt;
* {{unusedkey|m}}&lt;br /&gt;
* {{key|n}} - [[Remove construction]]&lt;br /&gt;
* {{key|o}} - [[Traffic|Set traffic areas]]&lt;br /&gt;
* {{key|p}} - [[Gather plants]]&lt;br /&gt;
* {{unusedkey|q}}&lt;br /&gt;
* {{key|r}} - [[Ramp|Upward ramp]]&lt;br /&gt;
* {{key|s}} - [[Smoothing|Smooth stone]]&lt;br /&gt;
* {{key|t}} - [[Chop down trees]]&lt;br /&gt;
* {{key|T}} - Carve [[track]]s&lt;br /&gt;
* {{key|u}} - [[Upward stairway]]&lt;br /&gt;
* {{key|v}} - [[Toggle engravings]]&lt;br /&gt;
* {{unusedkey|w}}&lt;br /&gt;
* {{key|x}} - [[Remove designation]]&lt;br /&gt;
* {{unusedkey|y}}&lt;br /&gt;
* {{key|z}} - [[Remove#Dug_ramps.2Fstairs|Remove up stairs/ramps]]&lt;br /&gt;
&lt;br /&gt;
== Mouse ==&lt;br /&gt;
&lt;br /&gt;
Some screens also support the mouse, allowing you to use the left button to select options:&lt;br /&gt;
&lt;br /&gt;
; Designations&lt;br /&gt;
: Use the left button to select and place designations, right button to position cursor without designation.&lt;br /&gt;
; Nobles and Administrators&lt;br /&gt;
; Status &amp;gt; Stone&lt;br /&gt;
; Music and Sound&lt;br /&gt;
; Name Fortress&lt;br /&gt;
; Name Group&lt;br /&gt;
; Move Goods to/from Depot&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Управление]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=215335</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=215335"/>
		<updated>2015-01-12T12:21:33Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
{{old|Does not include options introduced in 0.40.20}}&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[DF2012:Z-level|Z-levels]], allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
As of 0.40.20, all designations gained the ability to be prioritized. with 1 being highest and 7 lowest priority. Note that if two different designations have the same priority, one type may still be favored over the over. They also can now be assigned as &amp;quot;Marker only&amp;quot;, which is similar to the job being suspended. Such designations will appear cyan on your screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|F}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Toggle Marker ({{K|M}}) Unsuspend/Suspend a designation.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
== Designations modification==&lt;br /&gt;
Mining, stair carving, and ramp carving can also be modified to change their behavior. These modifiers can be switched with {{K|a}}.&lt;br /&gt;
*Designate all: Standard behavior.&lt;br /&gt;
*Automating Ore/Gems: Once this tile has been processed, all neighboring tiles will be marked for mining, if they contain ore or gems. Can only be designated on revealed ores/gems. Will appear green.&lt;br /&gt;
*Designating Ores/Gems: What it says on the tin. Only works on revealed tiles.&lt;br /&gt;
*Designating Gems: See above.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=215333</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=215333"/>
		<updated>2015-01-12T11:27:07Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:37, 29 November 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Advanced world generation/Advanced parameter settings&lt;br /&gt;
*Creature creation screen in the object testing arena&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to Depot&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=215332</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=215332"/>
		<updated>2015-01-12T11:26:05Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:37, 29 November 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Advanced world generation/Advanced parameter settings&lt;br /&gt;
*Creature creation screen in the object testing arena&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to Depot&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
[[Category|Interface]]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212866</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212866"/>
		<updated>2014-12-20T11:05:05Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Designations modification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
{{old|Does not include options introduced in 0.40.20}}&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[DF2012:Z-level|Z-levels]], allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
As of 0.40.20, all designations gained the ability to be prioritized. with 1 being highest and 7 lowest priority. They also can now be assigned as &amp;quot;Marker only&amp;quot;, which is similar to the job being suspended. Such designations will appear cyan on your screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|F}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Toggle Marker ({{K|M}}) Unsuspend/Suspend a designation.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
== Designations modification==&lt;br /&gt;
Mining, stair carving, and ramp carving can also be modified to change their behavior. These modifiers can be switched with {{K|a}}.&lt;br /&gt;
*Designate all: Standard behavior.&lt;br /&gt;
*Automating Ore/Gems: Once this tile has been processed, all neighboring tiles will be marked for mining, if they contain ore or gems. Can only be designated on revealed ores/gems. Will appear green.&lt;br /&gt;
*Designating Ores/Gems: What it says on the tin. Only works on revealed tiles.&lt;br /&gt;
*Designating Gems: See above.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212865</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212865"/>
		<updated>2014-12-20T10:58:32Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
{{old|Does not include options introduced in 0.40.20}}&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[DF2012:Z-level|Z-levels]], allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
As of 0.40.20, all designations gained the ability to be prioritized. with 1 being highest and 7 lowest priority. They also can now be assigned as &amp;quot;Marker only&amp;quot;, which is similar to the job being suspended. Such designations will appear cyan on your screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|F}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Toggle Marker ({{K|M}}) Unsuspend/Suspend a designation.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
== Designations modification==&lt;br /&gt;
Mining, stair carving, and ramp carving can also be modified to change their behavior. These modifiers can be switched with {{K|a}}.&lt;br /&gt;
*Designate all: Standard behavior.&lt;br /&gt;
*Automating Ore/Gems: Once this tile has been processed, all orthogonally neighboring tiles will be marked for mining, if they contain ore or gems. Can only be designated on revealed ores/gems. Will appear green.&lt;br /&gt;
*Designating Ores/Gems: What it says on the tin. Only works on revealed tiles.&lt;br /&gt;
*Designating Gems: See above.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212864</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212864"/>
		<updated>2014-12-20T10:41:40Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
{{old|Does not include options introduced in 0.40.20}}&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[DF2012:Z-level|Z-levels]], allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
As of 0.40.20, all designations gained the ability to be prioritized. with 1 being highest and 7 lowest priority. They also can now be assigned as &amp;quot;Marker only&amp;quot;, which is similar to the job being suspended. Such designations will appear green on your screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|F}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Toggle Marker ({{K|M}}) Unsuspend/Suspend a designation.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212841</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212841"/>
		<updated>2014-12-19T09:31:13Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[DF2012:Z-level|Z-levels]], allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|a}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212840</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=212840"/>
		<updated>2014-12-19T09:28:58Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[DF2012:Z-level|Z-levels]], allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|a}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DesignateMenu2014.PNG&amp;diff=212839</id>
		<title>File:DesignateMenu2014.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DesignateMenu2014.PNG&amp;diff=212839"/>
		<updated>2014-12-19T09:26:39Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: The new, exciting designations menu! Grab yours today!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new, exciting designations menu! Grab yours today!&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarven_language&amp;diff=212788</id>
		<title>Dwarven language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarven_language&amp;diff=212788"/>
		<updated>2014-12-15T12:16:25Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarven language is one of the four languages the player will come across, besides elvish, human and goblin. This language is used for the names of the played universe, continents, rivers, dwarven governments and settlements, dwarves, artifacts and engravings, however, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns. [http://pastebin.com/QhSAEhQc Here is an extensive dictionary of the known words.]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Interestingly, the language lacks words like dwarf, human, goblin or elf (though one could use dák-enur -tree-hug- for that), though it is not lacking words for pearl (kovest) or pumpkin (fongbez) which don't even exist in the dwarven universe.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarven_language&amp;diff=212786</id>
		<title>Dwarven language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarven_language&amp;diff=212786"/>
		<updated>2014-12-14T22:32:39Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Why on earth did this page not exist yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarven language is one of the four languages the player will come across, besides elvish, human and goblin. This language is used for the names of the played universe, continents, rivers, dwarven governments and settlements, dwarves, artifacts and engravings, however, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns. [http://pastebin.com/QhSAEhQc Here is an extensive dictionary of the known words.]&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Guardian_of_Silverybearded&amp;diff=212785</id>
		<title>User:Guardian of Silverybearded</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Guardian_of_Silverybearded&amp;diff=212785"/>
		<updated>2014-12-14T22:17:41Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Created page with &amp;quot;Nakas Råsh! Losing is fun!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nakas Råsh! Losing is fun!&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212756</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212756"/>
		<updated>2014-12-13T15:24:04Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:37, 29 November 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Advanced world generation/Advanced parameter settings&lt;br /&gt;
*Creature creation screen in the object testing arena&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to Depot&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=212742</id>
		<title>DF2014 Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=212742"/>
		<updated>2014-12-11T13:45:18Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can dwarves who were once friends stop caring about each other?&lt;br /&gt;
I have two miners, great buddy's, until i sent one to channel out a system, and he fell out of the bottom, a 2z level drop into a cavern.&lt;br /&gt;
&lt;br /&gt;
Is it safe to send the other guy in? or will it spiral?&lt;br /&gt;
&lt;br /&gt;
*What are you, an elf? WHen a real dwarf doesn't know something, he'll grab his pickaxe and churn the magmapumps until he's found out! Bringing doom and destruction upon the world in the name of !!SCIENCE!! all day, every day!--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 13:45, 11 December 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=212741</id>
		<title>DF2014 Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=212741"/>
		<updated>2014-12-11T13:45:05Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can dwarves who were once friends stop caring about each other?&lt;br /&gt;
I have two miners, great buddy's, until i sent one to channel out a system, and he fell out of the bottom, a 2z level drop into a cavern.&lt;br /&gt;
&lt;br /&gt;
Is it safe to send the other guy in? or will it spiral?&lt;br /&gt;
&lt;br /&gt;
*What are you, an elf? WHen a rela dwarf doesn't know something, he'll grab his pickaxe and churn the magmapumps until he's found out! Bringing doom and destruction upon the world in the name of !!SCIENCE!! all day, every day!--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 13:45, 11 December 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212571</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212571"/>
		<updated>2014-11-29T19:18:44Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:37, 29 November 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Advanced world generation/Advanced parameter settings&lt;br /&gt;
*Creature creation screen in the object testing arena&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to stockpile&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Latias1290&amp;diff=212570</id>
		<title>User talk:Latias1290</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Latias1290&amp;diff=212570"/>
		<updated>2014-11-29T16:52:37Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* RE: &amp;quot;Dwarves can't use charcoal to make steel&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Wanted to ask me a question? You came to the right place.&amp;lt;br /&amp;gt;&lt;br /&gt;
When you want to post something, please post new stuff at the ''bottom'' of the page. You can use the Add topic button for that.&amp;lt;br /&amp;gt;&lt;br /&gt;
When you post something, remember to put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of the post. Or, if you have a custom setup, like I do, you can use &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;. But usually you want to use the quad tidle, not the tri one.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{User:Latias1290/Sig/src|18:02|February 06, 2014}}&lt;br /&gt;
&lt;br /&gt;
== Double redirects ==&lt;br /&gt;
&lt;br /&gt;
I know there are a lot of double redirects on this wiki, but they're supposed to work (a couple don't for some reason, but most of them work fine). Basically, keeping HFS pointing to cv:HFS saves us trouble when we create the DF2014 namespace and set &amp;quot;cv&amp;quot; to point to it instead. ([[DF:REDIR|This]] is a better explanation, although outdated.)&lt;br /&gt;
&lt;br /&gt;
However, I agree that we shouldn't need so many double redirects. I'm currently working on a way to make Mediawiki automatically jump to the cv: page without needing to create a redirect, so hopefully that'll solve this problem.&lt;br /&gt;
&lt;br /&gt;
Also, thanks for your various fixes/corrections around the wiki :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:00, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
You may be interested in the discussion [[DF talk:Versions#Revisiting Redirects|here]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:47, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: [[User:Latias1290/construction2|Using templates with special characters in parameters]] ==&lt;br /&gt;
&lt;br /&gt;
It ''is'' possible to use pipes (&amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt;) and equals signs, although it's tricky. Things like this usually work just fine, since Mediawiki parses the inner template before the outer one:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{template1|{{template2|param}}}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{key|{{char|50}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; gives {{key|{{char|50}}}}&lt;br /&gt;
&lt;br /&gt;
Using things like tables is trickier, and usually requires the use of a separate template, {{tl|!}}, which produces a pipe character. (There is also {{tl|!-}}, which produces {{!-}}). Using these keeps Mediawiki from interpreting the pipe as a separator, which lets you use it in a parameter.&lt;br /&gt;
&lt;br /&gt;
Also, if you use equals signs in a parameter, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{template|1 + 1 = 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
You need to either use {{tl|1==}} instead of the equals sign or specify the parameter (&amp;lt;code&amp;gt;{{{1}}}&amp;lt;/code&amp;gt;) explicitly, i.e.:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{template|1=1 + 1 = 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The reason the first one doesn't work is because Mediawiki interprets the content before the = sign as the parameter name, passing the template a parameter named &amp;quot;1 + 1&amp;quot; with &amp;quot;2&amp;quot; as the value. The second option forces it to use &amp;quot;1&amp;quot; as the parameter name and &amp;quot;1 + 1 = 2&amp;quot; as the value. [https://www.mediawiki.org/wiki/Help:Templates#Numbered_parameters This page] has more information about this, if you're interested.)&lt;br /&gt;
&lt;br /&gt;
It's messy (and harder to read), but it does work. My personal recommendation in this situation to avoid having to escape a lot of pipes is to create ''two'' templates – one for a header, and one for a footer. (Usually just a header is necessary, since a footer is often just a &amp;amp;lt;/div&amp;gt; that doesn't really need a separate template).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:37, 5 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite vs unlimited finite ==&lt;br /&gt;
&lt;br /&gt;
The distinction is a rather pedantic mathematical one.  While there are indeed infinitely many different numbers of mechanisms you can embed in a lever, all of those numbers are themselves finite, so it's not correct to say (as the article did) &amp;quot;they can be used to stack an infinite number of [[mechanism]]s&amp;quot;.  According to my sources, this distinction is a common cause of confusion among first-year University maths students.  --[[User:Bjh21|bjh21]] ([[User talk:Bjh21|talk]]) 20:50, 8 February 2014 (UTC)&lt;br /&gt;
:Ah, I get what you mean now. You indeed cant physically have an infinite amount of mechs on a lever :P {{User:Latias1290/Sig/src|20:53|February 08, 2014}}&lt;br /&gt;
&lt;br /&gt;
== [[User:Latias1290/menucustom.js|JS]] ==&lt;br /&gt;
&lt;br /&gt;
I ended up abandoning that because it became too cluttered and complex to do much with. Feel free to decipher what it does if you like. Part of the reason it's so unreadable is because I was trying to reduce its size, before I realized Mediawiki automatically minifies Javascript over a certain length.&lt;br /&gt;
* &amp;lt;code&amp;gt;window&amp;lt;/code&amp;gt; contains all Javascript globals in the current page/window (equivalent to Lua's &amp;lt;code&amp;gt;_G&amp;lt;/code&amp;gt;). For example, alert and window.alert are the same thing. I usually use &amp;quot;window&amp;quot; when I want to force the use of a global variable instead of a local one.&lt;br /&gt;
* &amp;lt;code&amp;gt;_le&amp;lt;/code&amp;gt; is the same thing as window.LE. I use it to &amp;quot;export&amp;quot; things to the global namespace - since everything is inside a big function (a closure), variables I define there belong to that function's scope and aren't accessible to any outside code. Anything I put in _le, however, is accessible, since I have &amp;lt;code&amp;gt;window.LE = _le&amp;lt;/code&amp;gt; near the end of the function. I could have used LE instead of _le - it doesn't make a difference.&lt;br /&gt;
* A() is complicated. I use it to assign properties to _le (e.g. instead of &amp;lt;code&amp;gt;_le.x = 2&amp;lt;/code&amp;gt;, I use &amp;lt;code&amp;gt;A('x', 2)&amp;lt;/code&amp;gt;). Here's a fully-documented version:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function A(a,b){&lt;br /&gt;
	/* Assigns properties to '_le'. Polymorphic.&lt;br /&gt;
	A(String a, mixed b): Assigns _le[a] to b&lt;br /&gt;
	A(Object a): Performs A(key, value) for each {key:value} pair in 'a'&lt;br /&gt;
	*/&lt;br /&gt;
	if(!b){ // THIS IS BAD. It should be &amp;quot;if(b!==undefined)&amp;quot;&lt;br /&gt;
		// 'b' is not defined, so assign all key-value pairs in 'a' (an object) to _le&lt;br /&gt;
		if (typeof a != 'object') return; // if 'a' isn't an object, it doesn't have keys, so looping won't work. This only happens with things like A('foo')&lt;br /&gt;
		for(i in a){ // Loop through keys of 'a' - 'i' is the key&lt;br /&gt;
			if(i in {}) continue; // if i is a property of an empty object, skip it. This should never happen unless you add properties to the Object constructor.&lt;br /&gt;
			_le[i] = a[i] // Assign property 'i' of 'a' to the same property of '_le'. In this loop, effectively assigns all properties of 'a' to '_le'.&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	else _le[a]=b; // b _is_ defined, so set _le[a] to 'b'&lt;br /&gt;
	return A; // returns A so it can be called again, if necessary&lt;br /&gt;
}&lt;br /&gt;
-----&lt;br /&gt;
The following lines are equivalent:&lt;br /&gt;
A('a', 1); A('b', 2);&lt;br /&gt;
A({a:1, b:2});&lt;br /&gt;
A('a', 1)('b', 2);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* OPTS_MD is &amp;quot;metadata&amp;quot;, which I was eventually going to use for a settings manager. It doesn't do anything, so you can remove it if you like.&lt;br /&gt;
* You can probably remove the jQuery loading - the wiki now uses 1.8, which works just fine. I can add this for you if you like (admins can edit user JS pages :) )&lt;br /&gt;
* OPTS contains options, and DEFAULT_OPTS contains the defaults. OPTS merges data from DEFAULT_OPTS and LE_USER_OPTS (if it exists), with LE_USER_OPTS taking priority. (This is also what update_opts does)&lt;br /&gt;
* I have no idea why I used O() instead of accessing the options directly.&lt;br /&gt;
* PM is a plugin manager, which I meant to use to simplify adding new features. It actually made them more complicated and less readable, particularly since I gave everything unhelpful variable names (see point #1)&lt;br /&gt;
* LELL is supposed to be a way to run events when the menu loads, but it doesn't work (it actually causes errors when the page loads, but I suspect that's a result of loading jQuery). It also doesn't do anything, as far as I know, so it can be removed too.&lt;br /&gt;
I can try to explain other things too, if it helps (assuming I can figure them out).&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:50, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AAAAAA??? ==&lt;br /&gt;
&lt;br /&gt;
Your edit of decoration: http://dwarffortresswiki.org/index.php?title=DF2012:Decoration&amp;amp;diff=195815&amp;amp;oldid=195779&lt;br /&gt;
is rather poorly explained. I think you _meant_ that you changed the spelling to conform with in-game use? &amp;quot;Civilisation&amp;quot; is a perfectly valid spelling of the word, just not the one used by the game itself.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 18:12, 24 March 2014 (UTC)&lt;br /&gt;
:Actually I always thought &amp;quot;civilizations&amp;quot; was the right spelling but after some quick &amp;quot;research&amp;quot; just now I found out both are correct {{User:Latias1290/Sig/src|18:56|March 24, 2014}}&lt;br /&gt;
&lt;br /&gt;
== Recent changes to the Non Dwarf's Guide to Rock ==&lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;Fortune?&amp;quot; Column adds little to what exists on the Uses column and at most, some of its content could be merged into the Uses column.&lt;br /&gt;
&lt;br /&gt;
For instance, you're being highly redundant in stating that all Flux stone can be used to make steel, mainly because any Non Dwarf will need to look into the Flux page to know what Flux is and hot to use it to make steel.&lt;br /&gt;
&lt;br /&gt;
As I understand the work you might have had in adding the information, I was wondering if you had a good reason to add such column instead of undoing it without warning. --[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 19:00, 10 April 2014 (UTC)&lt;br /&gt;
:I remembered finding myself looking at the page and wondering if whatever I struck was valuable as a noob, and I also have some vague memories of it existing. Looking in the history didnt turn up anything, so I decided to add it.&lt;br /&gt;
:Also, it didnt really take much work :P delete it if you want, since I actually realized its redunancy now that you told me :P {{User:Latias1290/Sig/src|14:58|April 11, 2014}}&lt;br /&gt;
&lt;br /&gt;
== Re: [[DF2014:Collect webs‎]] ==&lt;br /&gt;
&lt;br /&gt;
Redirects are an exception to the links-within-namespaces patch (it's probably due to Mediawiki not taking the patch into account when following redirects). I'll try to find a way to change this when I get a chance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:35, 13 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Shortcuts subpage ==&lt;br /&gt;
&lt;br /&gt;
Have you seen [[CP437]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:55, 25 November 2014 (UTC)&lt;br /&gt;
:No, I didn't. But I actually wanted my own subpage to have a shortcut to only the masterwork char, not the whole table. So I won't have to search for it every time I needed it. {{User:Latias1290/Sig/src|16:46|November 27, 2014}}&lt;br /&gt;
&lt;br /&gt;
== RE: &amp;quot;Dwarves can't use charcoal to make steel&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Are you sure all the things you needed were present? Did you have two pieces of charcoal? My dwarves smelted it just fine.--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 16:52, 29 November 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=212569</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=212569"/>
		<updated>2014-11-29T16:46:45Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Undo revision 212561 by Latias1290 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:34, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing most [[weapon]]s and [[armor]]. Products made with steel also have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove impurities including carbon during the smelting process, while fuel (coke or charcoal) removes oxygen and puts back in a small amount of carbon. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans&lt;br /&gt;
* melting iron items brought by [[siege]]rs and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* coke from imported [[bituminous coal]], or [[charcoal]] from [[wood]]&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal, like most stones, costs only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning enough starting build]], it is possible to embark with enough for several hundred units of coke. This is only possible if your parent [[civilization]] has access to coal; otherwise it will not be available at all, meaning you will have to cut down trees and burn a log to make charcoal for every bar of steel, even with access to magma smelters. This is much easier with the multi-tile trees in DF2014.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is also used as an ingredient, apart from its use as [[fuel]]. A conventional (non-magma) smelter will require an additional unit of fuel in each reaction.&lt;br /&gt;
&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:*1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of fuel (as a source of carbon)&lt;br /&gt;
:*1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for heating). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|center|485px]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=212568</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=212568"/>
		<updated>2014-11-29T16:46:17Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Undo revision 212560 by Latias1290 (talk) Tested, dwarves smelted with charcoal just fine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:34, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing most [[weapon]]s and [[armor]]. Products made with steel also have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove impurities including carbon during the smelting process, while fuel (coke or charcoal) removes oxygen and puts back in a small amount of carbon. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans&lt;br /&gt;
* melting iron items brought by [[siege]]rs and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* coke from imported [[bituminous coal]], or [[charcoal]] from [[wood]]&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal, like most stones, costs only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning enough starting build]], it is possible to embark with enough for several hundred units of coke. This is only possible if your parent [[civilization]] has access to coal; otherwise it will not be available at all, meaning you will have to cut down trees and burn a log to make charcoal for every bar of steel, even with access to magma smelters. This is much easier with the multi-tile trees in DF2014.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s. ''Important note'': in steelmaking, [[coke]] is also used as an ingredient, apart from its use as [[fuel]]. A conventional (non-magma) smelter will require an additional unit of fuel in each reaction.&lt;br /&gt;
&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of [[fuel]] (as a source of carbon, but not charcoal)&lt;br /&gt;
:*1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of fuel (as a source of carbon, but not charcoal)&lt;br /&gt;
:*1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for heating). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|center|485px]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212566</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212566"/>
		<updated>2014-11-29T16:37:32Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Added quality rating &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:37, 29 November 2014 (UTC)}}&lt;br /&gt;
Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to stockpile&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212565</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212565"/>
		<updated>2014-11-29T16:34:44Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to stockpile&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212564</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212564"/>
		<updated>2014-11-29T16:31:49Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212563</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=212563"/>
		<updated>2014-11-29T16:30:35Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: Please verify, cleanup, and expand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Status&amp;diff=212562</id>
		<title>Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Status&amp;diff=212562"/>
		<updated>2014-11-29T14:54:47Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Stone Status Screen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''If you are looking for the symbols that flash over a dwarf icon, see [[status icon]].''&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|z}} during [[Dwarf Fortress Mode]] brings up the '''status screen'''.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
== Title Bar ==&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
== Menu Bar ==&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{k|4}} and {{k|6}} (or {{k|←}} and {{k|→}}), and then selected with {{k|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking (including cheesemaking) and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[Health screen|Health]] - The Health screen gives you an overview of the current health statuses of your dwarves. This will only show up on the status screen when you have a [[Chief medical dwarf]] assigned. This is part of the [[Healthcare]] system.&lt;br /&gt;
* [[Justice]] - The Justice Status screen becomes available once you qualify for a [[Sheriff]] (even if you don't have one). It allows you to examine any offending dwarves as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
== Main Status Screen ==&lt;br /&gt;
This is the screen that appears by default when you press {{k|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.&lt;br /&gt;
* The upper left hand corner lists the amount of [[wealth]] created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigration]], get be[[Siege|sieged]], or get better trade goods from [[Caravan|caravans]].  Note that this figure will only show if you have a [[broker]] with [[appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[Rhesus macaque|rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy {{DFtext|(rope reed cloth)}} worth 50.  This increases imports by 50.  You then make this into a {{DFtext|rope reed bag|6:0}} worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[bookkeeper]] with the [[record keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[office]] to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (e.g. prepared meals, cheese), potentially edible items (e.g. flour, syrup), and inedible items (e.g. dye), and is therefore an unreliable indicator of a fortress' food stores.&lt;br /&gt;
&amp;lt;!-- TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Isn't it &amp;quot;one meal&amp;quot; per meal, &amp;quot;one drink&amp;quot; per drink? ~~~ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
== Animal Status Screen ==&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;[[stray]]&amp;quot; indicates that the animal is not any Dwarf's pet. In the case of war or hunting animals, it means the animal has not been assigned to a dwarf. &lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they are owned by an immigrant. Named animals may also have made a kill.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet.&lt;br /&gt;
* Work Animal - This animal has been trained as either a hunting or war animal, and has not been assigned an owner.&lt;br /&gt;
* Unavailable - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
* Marked for Slaughter - This animal will be butchered when a [[butcher]] becomes available.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{k|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{k|b}} - Marks or unmarks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
== Kitchen Status Screen ==&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]]. Cooking permission is also used/needed for [[Cheese|cheesemaking]] from [[milk]] items. The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.&lt;br /&gt;
&lt;br /&gt;
The Permissions column to the right is subdivided into two additional columns, one for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* {{tc|Red}} - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* {{tc|Blue}} - This item is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed. (Any [[Alcohol#Cooking|alcohol can be cooked.]])&lt;br /&gt;
&lt;br /&gt;
Note that when a new food is obtained, the default is &amp;quot;cook&amp;quot; and &amp;quot;brew&amp;quot;.  This includes recently [[butcher|butchered]] animals, [[food]]stuffs gained from trading, first [[Crop|crops]] from [[Seed|seeds]], and plants [[Plant gathering|gathered]] from the wild.  Items that have been designated as [[Forbid|forbidden]] will not be listed on this menu.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{k|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{k|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
== Stone Status Screen ==&lt;br /&gt;
This screen lists all [[Economic stone|economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[chalk]] can be used in the process of creating [[steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{k|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
This screen also provides a full list of each stone type's economic uses.  By pressing {{k|→}} or {{k|6}}, you can move the highlighted selector over to this list.  Pressing {{k|Enter}} when highlighting a recipe, e.g. &amp;quot;Make pig iron bars&amp;quot; when looking at Iron, will let you see all the ingredients to the recipe.&lt;br /&gt;
&lt;br /&gt;
(Note that this screen is also mouse-enabled: All objects within it can be left-clicked upon, and right-clicking scrolls through the lists.)&lt;br /&gt;
&lt;br /&gt;
== Stocks Status Screen ==&lt;br /&gt;
{{main|Stocks}}&lt;br /&gt;
&lt;br /&gt;
The stocks screen shows you a list of all of the goods in your fortress.  Its accuracy relies heavily upon the Bookkeeper.&lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a [[stockpile]] or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for [[Melt item|melting]] or [[Activity zone#Garbage Dump|dumping]], belonging to traders, etc.)&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{k|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
== Health Status Screen ==&lt;br /&gt;
{{main|Health screen}}&lt;br /&gt;
 &lt;br /&gt;
The Health screen gives you an overview of the health statuses of your dwarves. It requires a Chief medical Dwarf before coming available to the user. It tells you what type of injuries your dwarves have, and what kind of medical treatment they require.&lt;br /&gt;
&lt;br /&gt;
== Justice Status Screen ==&lt;br /&gt;
This option only appears when a fortress is large enough to need a [[sheriff]] to dispense [[justice]]. &lt;br /&gt;
&lt;br /&gt;
In the upper right of this screen is &amp;quot;Cages &amp;amp; Chains&amp;quot;, which shows the total number of combined  [[Cage|cages]] plus [[Restraint|restraints]] designated for justice out of the total currently available.  It's important to note that although it says &amp;quot;chains&amp;quot;, it's counting both ''ropes'' and chains as well as cages - and ropes are not as desirable as chains when used as restraints for this purpose.  If you have adequate chains and cages (at least 1 cage, rope or chain for every 10 dwarves) the number will be blue, or red if you don't have enough. &lt;br /&gt;
&lt;br /&gt;
Along the left hand side is a list of known criminals. The right side lists all of the dwarf's crimes (including the victim of each crime), as well as any pending punishments (including the officer performing the punishment).&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=212559</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=212559"/>
		<updated>2014-11-29T14:25:28Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Jail 101 */&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
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As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
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== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s. Designate them as jail cells. Ta-dah, you have a jail.&lt;br /&gt;
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Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
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An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
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=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything besides wait for his prison term to end.&lt;br /&gt;
The best choice of restraint is therefore a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving him a boost to his [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, hammering may occur, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
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=== Give them something to look at ===&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows him to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when he's hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the hauler grabs.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give him a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high quality bone and jewel encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
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=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within his reach and designate it as his office, and that will let him continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for him, might even be happy to do so.&lt;br /&gt;
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=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel covered chains and fine dining to criminals while haulers sleep on the dining room floor does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
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{{buildings}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=212558</id>
		<title>Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=212558"/>
		<updated>2014-11-29T13:58:50Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: /* Move Goods to/from Depot */&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
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{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
* [[Broker]] noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Building material]]s (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with [[caravan|merchants]].&lt;br /&gt;
}}{{av}}{{buggy}}&lt;br /&gt;
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A '''Trade Depot''' allows you to trade with [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). Three materials must be used to build the Trade Depot, with the oldest material chosen serving as the main material.{{cite forum|134816/4867108}} There must be at least 10 spaces between the Depot and the edge of the map.  They can be built on top of [[construction|constructed]] floors and walls, allowing you to make a trade depot which is elevated above the surrounding land.&lt;br /&gt;
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== Depot accessibility ==&lt;br /&gt;
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Hitting {{K|D}} will tell you if the depot is accessible via a [[wagon]], which requires a three tile wide path from the depot to the edge of the map. Note that this path is measured outward from the depot, so it requires a functional depot to display. ''Warning:'' If the map has an extremely large amount of [[tree]]s (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.&lt;br /&gt;
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Also note that [[trap]]s will block [[wagon]] access (although not merchants with pack animals), so you cannot easily use them to defend your depot.&lt;br /&gt;
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[[Boulder]]s (the natural kind) and [[minecart|track]]s also block wagons. Boulders can be removed by [[engraving|smooth]]ing ({{k|d}}-{{k|s}}) or constructing and removing a [[wall]]. [[Bridge]]s can serve as an alternative for tracks.&lt;br /&gt;
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== Depot building options ==&lt;br /&gt;
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Press {{K|b}}-{{K|D}} to build a depot. Depots occupy a 5x5 area. Once built, press {{K|q}} and move your cursor over the depot to gain access to the following options:&lt;br /&gt;
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=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&lt;br /&gt;
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After selecting items and exiting the screen, [[job]]s will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].&lt;br /&gt;
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Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
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(Note that the &amp;quot;Move goods to depot&amp;quot; screen allows mouse controls, including controls like right-clicking on a list to scroll down, and double-clicking on a tab to select all items in that tab.)&lt;br /&gt;
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=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a job will be created for a dwarf to make their way to the depot and remain there until released with this setting, or the job is interrupted, such as by the dwarf deciding to drink, sleep, or eat.  The Trade at Depot job is fairly low-priority, so [[labor]]s may have to be disabled in order to get the broker to begin the job, or the broker can be temporarily added to a burrow which covers only the depot.&lt;br /&gt;
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=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better [[appraiser]] than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
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=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* Setting a meeting area over a depot, then removing it, will cause dwarves to act as though it were still a meeting area. This is irreversible.&lt;br /&gt;
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* Merchants in a trade depot who are accosted by hostile creatures may then refuse to trade. If any merchant is unable to make it to the depot, all the other merchants will similarly refuse to trade.&lt;br /&gt;
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* Dumping items belonging to the merchants will result in the depot thinking merchants are gone but the merchants hanging around&lt;br /&gt;
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* [[Forbid]]ding a depot, or slating it for removal immediately after causing the caravan trader to be unwilling to do business with your dwarves (e.g. trading wood to the elves) will cause the caravan to leave all their items and embark on their journey, leaving you to claim the items for yourself. Be warned that this will almost definitely strain relations with the trading civilization...&lt;br /&gt;
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* The game behaves poorly when multiple trade depots are available. Merchants with wagons may path to one depot, while those with pack animals path to the other; then both groups will insist on waiting for the rest of their party to arrive.&lt;br /&gt;
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* Large gems, once selected to be traded, will remain at the Depot forever.  This bug occurs because no stockpile accepts large gems, and is not specific to the Depot.&lt;br /&gt;
* If you slate a depot for removal while merchants are in the process of leaving, the wagons will never leave and eventually the animals and remaining traders will go mad.&lt;br /&gt;
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{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Fortress&amp;diff=212557</id>
		<title>DF2014 Talk:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Fortress&amp;diff=212557"/>
		<updated>2014-11-29T08:23:16Z</updated>

		<summary type="html">&lt;p&gt;Guardian of Silverybearded: &lt;/p&gt;
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== What about new colonies? ==&lt;br /&gt;
If I retire a fortress that has become a mountainhome, would it not follow that new fortresses I then found will come from my former fortress?--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 08:23, 29 November 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Guardian of Silverybearded</name></author>
	</entry>
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