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		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=223905</id>
		<title>Tilesets</title>
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		<updated>2016-03-03T10:43:43Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Row 12 (176-191) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf Forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources in main map, [[cave]]s in main map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, fallen leaves{{verify}}, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], [[arrow]]s in flight, keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[tower|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[hatch cover]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| [[Goblin]] settlements on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Finished_goods#Instruments|Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll]]s*&amp;lt;sup&amp;gt;,&amp;lt;/sup&amp;gt;{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*&amp;lt;sup&amp;gt;,&amp;lt;/sup&amp;gt;{{version|0.42.01}}, [[bookcase]]*&amp;lt;sup&amp;gt;,&amp;lt;/sup&amp;gt;{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], [[scroll rollers]]*&amp;lt;sup&amp;gt;,&amp;lt;/sup&amp;gt;{{version|0.42.01}}, [[book binding]]*&amp;lt;sup&amp;gt;,&amp;lt;/sup&amp;gt; {{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, human houses/shops on travel map, progress bars&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant anaconda]], [[Giant armadillo]], [[Giant aye-aye]], [[Giant albatross]], [[Giant axolotl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant bobcat]], [[Giant bushtit]], [[Giant sloth bear]], [[Giant wild boar]], [[Great barracuda]], [[Grizzly bear]], [[Polar bear]], [[Sloth bear man]], [[Sloth bear]], [[Wild boar man]], [[Wild boar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Cave crocodile]], [[Cougar]], [[Cow]], [[Giant capuchin]], [[Giant capybara]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant coati]], [[Giant cockatiel]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Magma crab]], [[One-humped camel]], [[Saltwater crocodile]], [[Two-humped camel]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Donkey]], [[Draltha]], [[Giant damselfly]], [[Giant dingo]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elk bird]], [[Elk]], [[Emu man]], [[Emu]], [[Giant eagle]], [[Giant echidna]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant gila monster]], [[Giant grasshopper]], [[Giant grouper]], [[Giant leopard gecko]], [[Giraffe]], [[Gorilla]], [[Green devourer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Horse]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo man]], [[Kangaroo]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard seal]], [[Giant leopard]], [[Giant lion tamarin]], [[Giant lion]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal man]], [[Leopard seal]], [[Leopard]], [[Lion]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant magpie]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Molemarian]], [[Monitor lizard man]], [[Monitor lizard]], [[Moose man]], [[Moose]], [[Mud man]], [[Mule]], [[Muskox]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal man]], [[Narwhal]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca man]], [[Orca]], [[Ostrich man]], [[Ostrich]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda man]], [[Panda]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant rat]], [[Giant raven]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blacktip reef shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal man]], [[Elephant seal]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant desert scorpion]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python man]], [[Python]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise man]], [[Giant tortoise]], [[Gigantic tortoise]], [[Tapir man]], [[Tapir]], [[Tiger]], [[Tigerman]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant weasel]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale man]], [[Sperm whale]], [[Wagon]], [[Walrus]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark man]], [[Aardvark]], [[Adder man]], [[Adder]], [[Albatross man]], [[Albatross]], [[Alpaca]], [[Amphibian man]], [[Antman]], [[Armadillo man]], [[Armadillo]], [[Axolotl man]], [[Aye-aye man]], [[Aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger man]], [[Badger]], [[Barn owl man]], [[Barn owl]], [[Bat man]], [[Beaver man]], [[Beaver]], [[Bobcat man]], [[Bobcat]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Foul blendec]], [[Honey badger]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin man]], [[Capuchin]], [[Capybara man]], [[Capybara]], [[Cassowary man]], [[Cassowary]], [[Cat]], [[Cavy]], [[Cheetah]], [[Chicken]], [[Chimpanzee]], [[Chinchilla man]], [[Chinchilla]], [[Coati man]], [[Coati]], [[Cockatiel man]], [[Coelacanth]], [[Coyote man]], [[Coyote]], [[Crab man]], [[Crab]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab man]], [[Horseshoe crab]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer]], [[Dingo man]], [[Dingo]], [[Dog]], [[Drunian]], [[Duck]], [[Duck]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Elf]], [[Creeping eye]], [[Eagle man]], [[Eagle]], [[Echidna man]], [[Echidna]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Fox]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Goblin]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gila monster man]], [[Gila monster]], [[Goat]], [[Goose]], [[Gorlak]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare man]], [[Hare]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill man]], [[Hornbill]], [[Hungry head]], [[Hyena man]], [[Hyena]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex man]], [[Ibex]], [[Impala man]], [[Impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal man]], [[Jackal]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kobold]], [[Kakapo man]], [[Kakapo]], [[Kea man]], [[Kea]], [[Kestrel man]], [[Kestrel]], [[King cobra man]], [[King cobra]], [[Kingsnake man]], [[Kingsnake]], [[Kiwi man]], [[Kiwi]], [[Koala man]], [[Koala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur man]], [[Gray langur]], [[Leech man]], [[Lion tamarin man]], [[Loon man]], [[Loon]], [[Lorikeet man]], [[Louse man]], [[Lynx man]], [[Lynx]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Magpie man]], [[Mandrill]], [[Manera]], [[Mantis man]], [[Mink man]], [[Mink]], [[Mongoose man]], [[Mongoose]], [[Mosquito man]], [[Moth man]], [[Plump helmet man]], [[Rhesus macaque]], [[Spider monkey man]], [[Spider monkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl man]], [[Great horned owl]], [[Ocelot man]], [[Ocelot]], [[Octopus man]], [[Octopus]], [[Olm man]], [[Opossum man]], [[Opossum]], [[Osprey man]], [[Osprey]], [[Otter man]], [[River otter]], [[Sea otter]], [[Snowy owl man]], [[Snowy owl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot man]], [[Grey parrot]], [[Little penguin]], [[Pangolin man]], [[Pangolin]], [[Parakeet man]], [[Penguin man]], [[Penguin]], [[Peregrine falcon man]], [[Peregrine falcon]], [[Pig]], [[Platypus man]], [[Platypus]], [[Pond grabber]], [[Porcupine man]], [[Porcupine]], [[Puffin man]], [[Puffin]], [[Red panda man]], [[Red panda]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raven man]], [[Raven]], [[Reptile man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba man]], [[Black mamba]], [[Brown recluse spider man]], [[Bushmaster man]], [[Bushmaster]], [[Cave swallow man]], [[Copperhead snake man]], [[Copperhead snake]], [[Flying squirrel man]], [[Frill shark]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake man]], [[Rattlesnake]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skunk man]], [[Skunk]], [[Sloth man]], [[Sloth]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge man]], [[Sponge]], [[Stoat man]], [[Stoat]], [[Strangler]], [[Swan man]], [[Swan]], [[White stork man]], [[White stork]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise man]], [[Desert tortoise]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Warthog]], [[Weasel man]], [[Weasel]], [[Wolf]], [[Wolverine man]], [[Wolverine]], [[Wombat man]], [[Wombat]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Conger eel]], [[Sea lamprey]], [[worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Stingray]], [[Common skate]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Yellow bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Carp]], [[Cod]], [[Halibut]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Pike (fish)|Pike]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Copper]], [[Galena]], [[Gold]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Platinum]], [[Silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ½ 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223829</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223829"/>
		<updated>2016-03-01T12:25:11Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W..@.,.,NNNNN~~~~A~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Who are they?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“They are the dwarves of the once powerful fortress of Etwersbrot,” said Suffar.  “They worship Hetain now.”&lt;br /&gt;
&lt;br /&gt;
A horde of misshapen monsters ringed the lake, holding hands.  Some them had three arms.  Some had two heads.  They were all monstrous and terrifying.  Kogan knew that they were once dwarves.  He wished with all his might that he could forget that knowledge and slay them cleanly.  Now every dead monster was simply murder.&lt;br /&gt;
&lt;br /&gt;
The chanting of the monsters intensified with the rising of the moon.  There was a bubbling vortex at the center of the lake.  Soon the giant axolotl appeared, rising magically above the water.  The monsters prostrated themselves before the titan.  It was Kogan's chance.  Suffar tapped him on the shoulder and he rose, stepping out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
“Hetain,” shouted Kogan, “why are you trying to control my people?”&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:HYBRID BEING|HYBRID BEING]]==&lt;br /&gt;
===(3 June 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.@@.,--.,-,..-.,.,eeeee&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sword and axe clashed again and again as the combatants fought and&lt;br /&gt;
bled.  You and I remember Tasan fortress in the days before the elves&lt;br /&gt;
emerged from the hated forest.  At one time Fortress Tasan was second&lt;br /&gt;
only to the mountain homes in wealth and power.  Now it was the front&lt;br /&gt;
line in a war to end the age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aim low, marks-dwarves,&amp;quot; said Kraton.  &amp;quot;Make every shot count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the height of the Plump Helmet festival when Kraton first&lt;br /&gt;
learned of the elven invasion.  An arrow struck his sweetheart dead in&lt;br /&gt;
the chest.  The ambush was over in seconds.  The castle guard were&lt;br /&gt;
able to chase down the archers before they escaped into the woods.&lt;br /&gt;
&lt;br /&gt;
As captain of the guard, Kraton was in charge of interrogation.  There&lt;br /&gt;
was no need in his mind.  Elves were not rational.  Their reasons for&lt;br /&gt;
acting made no sense.  He ordered that they be hammered immediately&lt;br /&gt;
and prepared the fortress for the assault to come.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|@+@+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Trog in the mine!” screamed Kogan.&lt;br /&gt;
&lt;br /&gt;
Before he could shout again, the troglodyte brought a thigh bone down onto Kogan's skull.  The dwarf was knocked senseless.  He could sense motion as a pair of dwarves dragged his body away.  He tried to protest but his vision was a blur.  The trog was real.  He had to warn the others.&lt;br /&gt;
&lt;br /&gt;
“It's alright,” said the doctor.  “You took a nasty blow to the head.”&lt;br /&gt;
&lt;br /&gt;
“The trog!” exclaimed Kogan.  “We must kill it!”&lt;br /&gt;
&lt;br /&gt;
“Time has passed, I'm afraid,” said the doctor.&lt;br /&gt;
&lt;br /&gt;
“What are you talking about?” asked Kogan.  “Did I miss the festival?”&lt;br /&gt;
&lt;br /&gt;
“It has been some years,” said the doctor.  “You have been in a deep sleep.”&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=198517</id>
		<title>v0.34:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=198517"/>
		<updated>2014-04-10T12:44:18Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Dwarven Road-Dar */ Name credit goes to CaptainArchmage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a [[Manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]].  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].  &lt;br /&gt;
&lt;br /&gt;
Note that, due to {{bug|5994}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].&lt;br /&gt;
&lt;br /&gt;
=== Simple Quantum Stockpiles ===&lt;br /&gt;
The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], dumping the items you want to store and then reclaiming them when you are ready to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
=== The Minecart Stop ===&lt;br /&gt;
This method allows the type of items to be stored in the Quantum Stockpile to be completely controlled and to be as broad or specific as required.  Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of receiving stockpiles.  Distribution is also automatic, with dwarves coming to collect items as needed (just like from a normal stockpile).&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever.  The steps below are to create a standalone Quantum Stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
  rrrr     r receiving stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   d       d distribution stockpile&lt;br /&gt;
&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}}.  Ensure you set the dumping direction {{K|d}}.&lt;br /&gt;
# Designate a 1x1 distribution stockpile {{K|p}} on the square where the stop will dump and define preferences {{K|q}} to make the settings {{K|s}} store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}.&lt;br /&gt;
# Designate a receiving stockpile {{K|p}} (can be anywhere, but optimally right next to the constructed track stop) of any size.  The larger it is, the more dwarves will simultaneously collect items.  Define the preferences{{K|q}} of this stockpile to be the same as the distribution stockpile, with the possible exception of the number of wheelbarrows.  If the QSP is for heavy items (e.g. loose [[stone]]s), you may want to use wheelbarrows in the receiving stockpile to speed up collection.  Wheelbarrows will place a limit of up to three dwarves simultaneously collecting, unless you make multiple receiving stockpiles, each with its own set of wheelbarrows.&lt;br /&gt;
# Construct a new hauling route {{K|h}}, assign a vehicle {{K|v}} (You'll need to make a mine cart), and define a new stop {{K|s}} on your constructed track stop.   {{K|Enter}} to define the stop, {{K|Enter}} again to set the desired items to the same as your stockpiles, {{K|x}} to remove all existing conditions, {{K|s}} to make a stockpile link and choose the receiving stockpile/s to tell the minecart track stop to take from them.&lt;br /&gt;
&lt;br /&gt;
It is a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store. &lt;br /&gt;
&lt;br /&gt;
This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}), and all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place). [[Food]] stored using this method tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels. This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
&lt;br /&gt;
Note however that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
&lt;br /&gt;
=== The Undump ===&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented.  While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.  &lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
Drawbacks to this design:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]].  Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals.  See the page for [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven Water Reactor ==&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.  See [[Water wheel#Perpetual motion|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel/bag for free ==&lt;br /&gt;
&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel.  Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite Adamantine / Metals ==&lt;br /&gt;
&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return.  Smelt a stack of coins, then trade it to a caravan.  You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars.  One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return.  The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread].  While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker.  Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]'s rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Road-Dar ==&lt;br /&gt;
&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the carverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Dwarven vacuum cleaner/quantum teleporter ==&lt;br /&gt;
&lt;br /&gt;
Due to a {{bug|5994|bug|link=yes}} in the current version, removing a [[construction]] teleports all free items in the surrounding map tile to the location of the removing dwarf. The teleported items can even travel through solid rock, providing a very safe, quick, and convenient means to empty traps and battlefields of corpses and spoils. Of particular note, drowning pools can be emptied without draining and refilling their water. After &amp;quot;vacuuming&amp;quot; everything into a safe area, your dwarves can sort through the loot at their leisure.&lt;br /&gt;
&lt;br /&gt;
== Shaft of Enlightenment ==&lt;br /&gt;
&lt;br /&gt;
Creatures with at least Dabbling in a weapon skill that fall onto an [[DF2012:Spike#Upright_Spear.2FSpike|upright spear / spike]] with an appropriate weapon equipped can experience godly increases in certain combat skills, up to [[legendary]] +70.{{bug|6397}} A drop of 2-3 [[z-level]]s, low-quality wooden [[training spear]]s, and wooden floors are recommended to maximize survivability. See this [http://www.bay12forums.com/smf/index.php?topic=134512.0 forum thread] for details.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=197703</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=197703"/>
		<updated>2014-03-17T10:13:05Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Bugs */ Woohoo, a year later i'm finally adding this bug to the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[death|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction.&lt;br /&gt;
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO     OOOOO        OOOOO&lt;br /&gt;
 in  ═╔═╗O     O╔S╗O        O╔S╗O&lt;br /&gt;
 out ═╬═╝O out ═╗═╝O    out ═╗═╝O&lt;br /&gt;
     O╚S╝O     O╚═╝═ in     O╚S╝O&lt;br /&gt;
     OOOOO     OOOO          ║OOO&lt;br /&gt;
                              in &lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance (from [http://www.bay12forums.com/smf/index.php?topic=109460.msg3377228#msg3377228 this post]). Dwarves riding in submerged minecarts will gain experience in [[swimming]].[http://www.bay12forums.com/smf/index.php?topic=129889.0]&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart. &lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''one''' [[adamantine]] wafer. The latter is a bug in the item size tables, it's actually supposed to cost '''six'''.&lt;br /&gt;
&lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 180%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have a bad habit of dumping their worn clothes on the tracks after a minecart ride, which can prove deadly for whichever dwarf ventures onto the tracks to retrieve them later. Adding an automatically-operated [[hatch cover]] at the end of the ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*Minecarts' initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=182741</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=182741"/>
		<updated>2013-03-21T08:45:31Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Roller */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]]. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantage of requiring a dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct, and can be resource-intensive.&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&lt;br /&gt;
*A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the ramp '''and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently, removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
*Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips larger than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
*When constructing track ramps, the stated direction is the upper edge of the ramp. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (E) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable.&lt;br /&gt;
&lt;br /&gt;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
== Hauling route ==&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
=== Route ===&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
Stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
==== Departure condition ====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction where it can not continue straight it may jump off of the track if  it is going fast enough. The minecart will now continue in a straight line until in encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track. An escaped minecart will follow another track even if it is a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 1 to 2 power per tile (depending on speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  For that matter, rollers themselves transfer power along their sides but not from their front or back (the edges on the track) - the opposite of how horizontal [[axle]]s work. Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&lt;br /&gt;
The effects of floorless rollers on carts are not yet documented.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, rollers do not affect minecarts when disengaged: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch has a disadvantage - it requires power.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner so that it acts as if a T junction track when extended. When retracted, the corner reappears, so the slower carts will continue to B.&lt;br /&gt;
&lt;br /&gt;
=== Controlling Speed ===&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning ! symbol by each of them.  In the lower right corner, we see what the ! means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of wheelbarrows, which is an enormous amount. A single minecart can carry 5 [[stone|boulder]]s, or 10 [[wood|log]]s, or 83 [[block]]s or [[bar]]s, 500 [[Kitchen|prepared meals]] or 2500 rolls of [[cloth]]. Calculating by the [[weight|item size]] (dividing the cart capacity by the item size), one cart also should be able of carry 500 [[Trap_component#Spiked_ball|spiked balls]], 625 maces or 1250 [[Weapon#Native_weapons|spears]]. &lt;br /&gt;
&lt;br /&gt;
A glumprong minecart full with 5 pitchblende boulders weighs 3848Γ (the cart alone is 48Γ).&amp;lt;br /&amp;gt;&lt;br /&gt;
A gold minecart is 772Γ, full of gold bars is 10398Γ.&amp;lt;br /&amp;gt;&lt;br /&gt;
A platinum minecart weighs 856Γ.&amp;lt;br /&amp;gt;&lt;br /&gt;
If slade minecarts were possible, they would weigh 8000Γ empty.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
Weight does not affect the initial velocity received from pushing or launching from roller.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** How to circumvent: bridges double as tracks.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door{{bug|6056}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=181759</id>
		<title>v0.34 Talk:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=181759"/>
		<updated>2013-02-28T06:03:39Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* DF gravity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some new 34.08 !!science!!&lt;br /&gt;
&lt;br /&gt;
If you drop a creature from a hatch onto another creature, the falling creature will be unharmed. The creature acting as a cushion, however, can sustain injuries.&lt;br /&gt;
&lt;br /&gt;
It used to be that a single level fall would only stun- this is no longer the case, although the injuries are likely to be minor bruising&lt;br /&gt;
&lt;br /&gt;
[[User:Kaypy|Kaypy]] 13:06, 14 May 2012 (UTC)kaypy&lt;br /&gt;
&lt;br /&gt;
== falling into water ==&lt;br /&gt;
&lt;br /&gt;
I am curious if falling into non-drowning water will soften the fall. Assume 1 z-level. I was watching Captainduck's video and he raises a bridge and a dwarf falls and breaks his leg. I wonder if it could have been avoided with, say 4/7  water under the bridge?[[User:Discipol|Discipol]] 13:26, 21 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== g ==&lt;br /&gt;
I know it is constant for DF but are there any specific numbers for acceleration due to gravity? --[[User:HYBRID BEING|HYBRID BEING]] 06:03, 28 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=181758</id>
		<title>v0.34 Talk:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=181758"/>
		<updated>2013-02-28T06:03:17Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some new 34.08 !!science!!&lt;br /&gt;
&lt;br /&gt;
If you drop a creature from a hatch onto another creature, the falling creature will be unharmed. The creature acting as a cushion, however, can sustain injuries.&lt;br /&gt;
&lt;br /&gt;
It used to be that a single level fall would only stun- this is no longer the case, although the injuries are likely to be minor bruising&lt;br /&gt;
&lt;br /&gt;
[[User:Kaypy|Kaypy]] 13:06, 14 May 2012 (UTC)kaypy&lt;br /&gt;
&lt;br /&gt;
== falling into water ==&lt;br /&gt;
&lt;br /&gt;
I am curious if falling into non-drowning water will soften the fall. Assume 1 z-level. I was watching Captainduck's video and he raises a bridge and a dwarf falls and breaks his leg. I wonder if it could have been avoided with, say 4/7  water under the bridge?[[User:Discipol|Discipol]] 13:26, 21 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF gravity ==&lt;br /&gt;
I know it is constant for DF but are there any specific numbers for acceleration due to gravity? --[[User:HYBRID BEING|HYBRID BEING]] 06:03, 28 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181757</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181757"/>
		<updated>2013-02-28T05:45:17Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181756</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181756"/>
		<updated>2013-02-28T05:44:31Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise.&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=181755</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=181755"/>
		<updated>2013-02-28T04:33:02Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:37, 6 November 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]]. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantage of requiring a dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct, and can be resource-intensive.&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&lt;br /&gt;
*A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the ramp '''and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently, removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
*Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips larger than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
*When constructing track ramps, the stated direction is the upper edge of the ramp. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (E) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable.&lt;br /&gt;
&lt;br /&gt;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
== Hauling route ==&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
=== Route ===&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
Stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
==== Departure condition ====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction where it can not continue straight it may jump off of the track if  it is going fast enough. The minecart will now continue in a straight line until in encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track. An escaped minecart will follow another track even if it is a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  For that matter, rollers themselves transfer power along their sides but not from their front or back (the edges on the track) - the opposite of how horizontal [[axle]]s work. Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&lt;br /&gt;
The effects of floorless rollers on carts are not yet documented.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, rollers do not affect minecarts when disengaged: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch has a disadvantage - it requires power.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner so that it acts as if a T junction track when extended. When retracted, the corner reappears, so the slower carts will continue to B.&lt;br /&gt;
&lt;br /&gt;
=== Controlling Speed ===&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be effected.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning ! symbol by each of them.  In the lower right corner, we see what the ! means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of wheelbarrows, which is an enormous amount. A single minecart can carry 5 [[stone|boulder]]s, or 10 [[wood|log]]s, or 83 [[block]]s or [[bar]]s, 500 [[Kitchen|prepared meals]] or 2500 rolls of [[cloth]]. Calculating by the [[weight|item size]] (dividing the cart capacity by the item size), one cart also should be able of carry 500 [[Trap_component#Spiked_ball|spiked balls]], 625 maces or 1250 [[Weapon#Native_weapons|spears]]. &lt;br /&gt;
&lt;br /&gt;
A glumprong minecart full with 5 pitchblende boulders weighs 3848Γ (the cart alone is 48Γ).&amp;lt;br /&amp;gt;&lt;br /&gt;
A gold minecart is 772Γ, full of gold bars is 10398Γ.&amp;lt;br /&amp;gt;&lt;br /&gt;
A platinum minecart weighs 856Γ.&amp;lt;br /&amp;gt;&lt;br /&gt;
If slade minecarts were possible, they would weigh 8000Γ empty.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
Weight does not affect the initial velocity received from pushing or launching from roller.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** How to circumvent: bridges double as tracks.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door{{bug|6056}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181754</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181754"/>
		<updated>2013-02-28T04:28:28Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181753</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181753"/>
		<updated>2013-02-28T04:23:52Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and gravitation cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181696</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181696"/>
		<updated>2013-02-27T09:40:39Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181695</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181695"/>
		<updated>2013-02-27T09:37:57Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::Now, the weird thing is how dwarfs/rollers are able to set the same velocity to the minecarts that have different weights. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181625</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181625"/>
		<updated>2013-02-26T10:14:06Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* Weight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181543</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=181543"/>
		<updated>2013-02-25T07:52:39Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=132171</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=132171"/>
		<updated>2010-11-21T22:16:20Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
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==Masterwork food Bug==&lt;br /&gt;
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When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
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== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
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:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
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==Dead Dwarf keeps task and building locked==&lt;br /&gt;
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I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
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== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
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== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
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== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
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== Named (or Legendary) Weapon bug ==&lt;br /&gt;
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This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
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== alt-tab causes program lockup ==&lt;br /&gt;
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in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
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== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
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== Smelter Fuel issue ==&lt;br /&gt;
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I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
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== Cat having kittens with no mate ==&lt;br /&gt;
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My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
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== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
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== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
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This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
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I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
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This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
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== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
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On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
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== Bugs/Features ==&lt;br /&gt;
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I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
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Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
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Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
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== Another flask bug? ==&lt;br /&gt;
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A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
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== Individual Combat Training Fixation==&lt;br /&gt;
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Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
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== Infinite blood ==&lt;br /&gt;
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By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
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== lockup in points/routes interface ==&lt;br /&gt;
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Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
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== 'make vial' at glass furnace ==&lt;br /&gt;
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in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
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== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
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== Plants growing on tiles occupied by trees ==&lt;br /&gt;
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I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130966</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130966"/>
		<updated>2010-11-08T17:50:30Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* submerged fortification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
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==Projectiles==&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
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Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
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==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
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==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
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== submerged fortification ==&lt;br /&gt;
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Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130965</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130965"/>
		<updated>2010-11-08T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* submerged fortification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130962</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130962"/>
		<updated>2010-11-08T13:15:22Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* submerged fortification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130961</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=130961"/>
		<updated>2010-11-08T13:15:06Z</updated>

		<summary type="html">&lt;p&gt;HYBRID BEING: /* submerged fortification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.&lt;/div&gt;</summary>
		<author><name>HYBRID BEING</name></author>
	</entry>
</feed>