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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Heinz+Peter+Original</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T07:03:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=292674</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=292674"/>
		<updated>2023-03-26T17:57:35Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily. Some of these were removed due to time constraints and are intended to be brought back in the future. {{cite forum|169696.msg8442542#msg8442542}}&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building foundations (as in the foundations which are created after placing a building).&lt;br /&gt;
*Burrows are only designable on a layer-by-layer basis. Painting over multiple layers only saves the one you first clicked.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
*Characters cited among your dwarves' relationships cannot be examined if they're not on the map (i.e. [[deity|gods]]).&lt;br /&gt;
*[[Ammo]] types are automatically selected by ranged weapon users and cannot be assigned.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
*There is no UI to visualize [[trade depot]] accessibility.&lt;br /&gt;
&lt;br /&gt;
==Other missing features==&lt;br /&gt;
*[[Adventure]] mode is missing, for now.&lt;br /&gt;
*It is no longer possible to export [[Legends]] content to view in other programs.&lt;br /&gt;
*The map cannot be viewed in [[Legends]] mode. This also leaves Civilizations without icons.&lt;br /&gt;
&lt;br /&gt;
==Reintroduced features==&lt;br /&gt;
* [[Arena mode]] was reintroduced in [[Release information/50.06|50.06]].&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=292673</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=292673"/>
		<updated>2023-03-26T17:50:48Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily. Some of these were removed due to time constraints and are intended to be brought back in the future. {{cite forum|169696.msg8442542#msg8442542}}&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building construction tiles (as in the foundations which are created after placing a building).&lt;br /&gt;
*Burrows are only designable on a layer-by-layer basis. Painting over multiple layers only saves the one you first clicked.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
*Characters cited among your dwarves' relationships cannot be examined if they're not on the map (i.e. [[deity|gods]]).&lt;br /&gt;
*[[Ammo]] types are automatically selected by ranged weapon users and cannot be assigned.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
*There is no UI to visualize [[trade depot]] accessibility.&lt;br /&gt;
&lt;br /&gt;
==Other missing features==&lt;br /&gt;
*[[Adventure]] mode is missing, for now.&lt;br /&gt;
*It is no longer possible to export [[Legends]] content to view in other programs.&lt;br /&gt;
*The map cannot be viewed in [[Legends]] mode. This also leaves Civilizations without icons.&lt;br /&gt;
&lt;br /&gt;
==Reintroduced features==&lt;br /&gt;
* [[Arena mode]] was reintroduced in [[Release information/50.06|50.06]].&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=292672</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=292672"/>
		<updated>2023-03-26T17:49:29Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: Undo revision 292664 by 68.102.217.11 (talk), This is about the &amp;quot;foundation tiles&amp;quot; which appear when placing a building. Not walls or other constructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily. Some of these were removed due to time constraints and are intended to be brought back in the future. {{cite forum|169696.msg8442542#msg8442542}}&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building construction tiles.&lt;br /&gt;
*Burrows are only designable on a layer-by-layer basis. Painting over multiple layers only saves the one you first clicked.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
*Characters cited among your dwarves' relationships cannot be examined if they're not on the map (i.e. [[deity|gods]]).&lt;br /&gt;
*[[Ammo]] types are automatically selected by ranged weapon users and cannot be assigned.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
*There is no UI to visualize [[trade depot]] accessibility.&lt;br /&gt;
&lt;br /&gt;
==Other missing features==&lt;br /&gt;
*[[Adventure]] mode is missing, for now.&lt;br /&gt;
*It is no longer possible to export [[Legends]] content to view in other programs.&lt;br /&gt;
*The map cannot be viewed in [[Legends]] mode. This also leaves Civilizations without icons.&lt;br /&gt;
&lt;br /&gt;
==Reintroduced features==&lt;br /&gt;
* [[Arena mode]] was reintroduced in [[Release information/50.06|50.06]].&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286011</id>
		<title>Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286011"/>
		<updated>2023-01-15T21:33:30Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added in an example minecart function. If it is too complicated for the section I put it in, let me know what place would be more appropriate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is this actually using Metalcrafting? I assigned my metalcrafter to make like 12 of them and he is now a novice blacksmith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey Tokmor! Thanks for your contribution, I think the examples are fine, but not sure if maybe it would be better to create another page. Please, remember to sign your comments with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. About the [[metalcrafter]] question, it may have changed recently, it requires testing. - [[User:Kaly2|Kaly2]] ([[User talk:Kaly2|talk]]) 10:34, 11 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=286010</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=286010"/>
		<updated>2023-01-15T21:33:14Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: Undo revision 286008 by Heinz Peter Original (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily. Some of these were removed due to time constraints and are intended to be brought back in the future. {{cite forum|169696.msg8442542#msg8442542}}&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building construction tiles.&lt;br /&gt;
*Burrows are only designable on a layer-by-layer basis. Painting over multiple layers only saves the one you first clicked.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
*[[Ammo]] types are automatically selected by ranged weapon users and cannot be assigned.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
*There is no UI to visualize [[trade depot]] accessibility.&lt;br /&gt;
&lt;br /&gt;
==Other missing features==&lt;br /&gt;
*It is no longer possible to export [[Legends]] content to view in other programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286009</id>
		<title>Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286009"/>
		<updated>2023-01-15T21:09:12Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added in an example minecart function. If it is too complicated for the section I put it in, let me know what place would be more appropriate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is this actually using Metalcrafting? I assigned my metalcrafter to make like 12 of them and he is now a novice blacksmith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey Tokmor! Thanks for your contribution, I think the examples are fine, but not sure if maybe it would be better to create another page. Please, remember to sign your comments with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. About the [[metalcrafter]] question, it may have changed recently, it requires testing. - [[User:Kaly2|Kaly2]] ([[User talk:Kaly2|talk]]) 10:34, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey guys, I think carved and constructed tracks can't be connected to each other anymore, is this correct? One of the things not implemented yet I guess :) [[User:Heinz Peter Original|Heinz Peter Original]] ([[User talk:Heinz Peter Original|talk]]) 21:07, 15 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=286008</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=286008"/>
		<updated>2023-01-15T21:08:43Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily. Some of these were removed due to time constraints and are intended to be brought back in the future. {{cite forum|169696.msg8442542#msg8442542}}&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building construction tiles.&lt;br /&gt;
*Burrows are only designable on a layer-by-layer basis. Painting over multiple layers only saves the one you first clicked.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
*[[Ammo]] types are automatically selected by ranged weapon users and cannot be assigned.&lt;br /&gt;
*Carved and constructed minecart tracks aren't connectable anymore.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
*There is no UI to visualize [[trade depot]] accessibility.&lt;br /&gt;
&lt;br /&gt;
==Other missing features==&lt;br /&gt;
*It is no longer possible to export [[Legends]] content to view in other programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286007</id>
		<title>Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286007"/>
		<updated>2023-01-15T21:07:10Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added in an example minecart function. If it is too complicated for the section I put it in, let me know what place would be more appropriate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is this actually using Metalcrafting? I assigned my metalcrafter to make like 12 of them and he is now a novice blacksmith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey Tokmor! Thanks for your contribution, I think the examples are fine, but not sure if maybe it would be better to create another page. Please, remember to sign your comments with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. About the [[metalcrafter]] question, it may have changed recently, it requires testing. - [[User:Kaly2|Kaly2]] ([[User talk:Kaly2|talk]]) 10:34, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey guys, I think smoothed and constructed tracks can't be connected to each other anymore, is this correct? One of the things not implemented yet I guess :) [[User:Heinz Peter Original|Heinz Peter Original]] ([[User talk:Heinz Peter Original|talk]]) 21:07, 15 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286006</id>
		<title>Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Minecart&amp;diff=286006"/>
		<updated>2023-01-15T21:06:30Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added in an example minecart function. If it is too complicated for the section I put it in, let me know what place would be more appropriate for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is this actually using Metalcrafting? I assigned my metalcrafter to make like 12 of them and he is now a novice blacksmith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey Tokmor! Thanks for your contribution, I think the examples are fine, but not sure if maybe it would be better to create another page. Please, remember to sign your comments with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. About the [[metalcrafter]] question, it may have changed recently, it requires testing. - [[User:Kaly2|Kaly2]] ([[User talk:Kaly2|talk]]) 10:34, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey guys, I think smoothed and constructed tracks can't be connected to each other anymore, is this correct?&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=284448</id>
		<title>Talk:Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=284448"/>
		<updated>2023-01-07T14:35:36Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;if any1 knows how to change the title you can change it to Missing features (Premium) or something so its more clear &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Heinz Peter Original|Heinz Peter Original]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:This page is specifically about v50, per the version banner at the top. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:48, 30 December 2022 (UTC)&lt;br /&gt;
:Oh, I see you created the page. I think the title is fine as-is - I just adjusted the wording to specify version numbers rather than &amp;quot;classic&amp;quot;/&amp;quot;premium&amp;quot;, because there is also a classic DF build that is current (50.04). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:50, 30 December 2022 (UTC)&lt;br /&gt;
that was quick thanks man, yeah I supposed the classic version did not regress but it seems everyone has to work with this current state hahaha&lt;br /&gt;
&lt;br /&gt;
Could we move this to &amp;quot;Missing features in v50&amp;quot;? I don't think it makes sense for this to be a versioned article since most versions will not have major regressions like v50. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 08:12, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
We could but maybe other features in the future do get scrapped and a versioned article would make a history of the changed things possible. Idc tho, if others think it's more sensible we can do it :) [[User:Heinz Peter Original|Heinz Peter Original]] ([[User talk:Heinz Peter Original|talk]]) 14:35, 7 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=284445</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=284445"/>
		<updated>2023-01-07T14:23:19Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily. Some of these were removed due to time constraints and are intended to be brought back in the future. {{cite forum|169696.msg8442542#msg8442542}}&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building construction tiles.&lt;br /&gt;
*Burrows are only designable on a layer-by-layer basis. Painting over multiple layers only saves the one you first clicked.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
*[[Ammo]] types are automatically selected by ranged weapon users and cannot be assigned.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
*There is no UI to visualize [[trade depot]] accessibility.&lt;br /&gt;
&lt;br /&gt;
==Other missing features==&lt;br /&gt;
*It is no longer possible to export [[Legends]] content to view in other programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=281331</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=281331"/>
		<updated>2023-01-01T20:34:38Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{av}}&lt;br /&gt;
This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No medical screen with an overview, keeping track of medical needs is severely more difficult&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280760</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280760"/>
		<updated>2022-12-31T17:57:54Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{av}}&lt;br /&gt;
This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Mass assign material of a building e.g. walls&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No medical screen with an overview, keeping track of medical needs is severely more difficult&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Removed_features_v50&amp;diff=280747</id>
		<title>Removed features v50</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Removed_features_v50&amp;diff=280747"/>
		<updated>2022-12-31T16:49:57Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: Changed redirect target from Missing Features to Missing features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Missing features]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Removed_features_v50&amp;diff=280746</id>
		<title>Removed features v50</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Removed_features_v50&amp;diff=280746"/>
		<updated>2022-12-31T16:49:23Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: Redirected page to Missing Features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Missing Features]]&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280745</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280745"/>
		<updated>2022-12-31T16:48:33Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{av}}&lt;br /&gt;
This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Mass assign material of a building e.g. walls&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No medical screen with an overview, keeping track of medical needs severely more difficult&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280744</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280744"/>
		<updated>2022-12-31T16:47:08Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{av}}&lt;br /&gt;
This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Mass assign material of a building e.g. walls&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No medical screen&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=280317</id>
		<title>Talk:Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=280317"/>
		<updated>2022-12-30T00:55:44Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;if any1 knows how to change the title you can change it to Missing features (Premium) or something so its more clear &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Heinz Peter Original|Heinz Peter Original]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:This page is specifically about v50, per the version banner at the top. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:48, 30 December 2022 (UTC)&lt;br /&gt;
:Oh, I see you created the page. I think the title is fine as-is - I just adjusted the wording to specify version numbers rather than &amp;quot;classic&amp;quot;/&amp;quot;premium&amp;quot;, because there is also a classic DF build that is current (50.04). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:50, 30 December 2022 (UTC)&lt;br /&gt;
that was quick thanks man, yeah I supposed the classic version did not regress but it seems everyone has to work with this current state hahaha&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280316</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280316"/>
		<updated>2022-12-30T00:51:41Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{av}}&lt;br /&gt;
This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Mass assign material of a building e.g. walls&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=280311</id>
		<title>Talk:Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=280311"/>
		<updated>2022-12-30T00:47:09Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: Created page with &amp;quot;if any1 knows how to change the title you can change it to Missing features (Premium) or something so its more clear&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;if any1 knows how to change the title you can change it to Missing features (Premium) or something so its more clear&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280310</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280310"/>
		<updated>2022-12-30T00:43:49Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{av}}&lt;br /&gt;
This page lists the '''missing features''' of the premium version, which were present in the classic version. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass assign material of a building e.g. walls&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280309</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280309"/>
		<updated>2022-12-30T00:36:06Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of the premium version, which were present in the classic version. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass assign material of a building e.g. walls&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280250</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280250"/>
		<updated>2022-12-29T20:49:07Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of the premium version, which were present in the classic version. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to be removed&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280123</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280123"/>
		<updated>2022-12-28T15:34:02Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of the premium version, which were present in the classic version. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280122</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280122"/>
		<updated>2022-12-28T15:30:06Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of the premium version, which were present in the classic version. Some of those don't have an alternative yet and are simply not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is obviously a work in progress as there are many discussions scattered between multiple platforms and new issues being discovered day by day.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from [[mining]] and [[smoothing]]).&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280068</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=280068"/>
		<updated>2022-12-27T18:16:16Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: A list of the missing features in the premium version which are available in the classic version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the missing features of the premium version, which were present in the classic version. Some of those don't have an alternative yet and are simply not implemented, which is what this list is about. &lt;br /&gt;
The list is obviously a work in progress but as there are many discussions on multiple platforms it is way to unorganized.&lt;br /&gt;
&lt;br /&gt;
- Locations can't be disbanded once they have been created&lt;br /&gt;
- Workshops can't be restricted to a certain skill level&lt;br /&gt;
- Labor priorities are not available (aside from mining/smoothing prios)&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=254319</id>
		<title>Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=254319"/>
		<updated>2020-08-06T16:30:35Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:50, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Restraint&lt;br /&gt;
|tile=§|col=7:0:0&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]]&lt;br /&gt;
* [[Zoo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from [[chain]]s or [[rope]]s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard non-[[pet]] [[animals]], prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large [[building]], a chain or rope which is used to restrain a [[dog]], [[dwarf]] or other [[creature]] to a certain very limited area of movement. Unlike a [[cage]], a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if [[stairs]] or slopes are in this area. This gives them, at most, a 3×3×3 cube of movement, limited as normal by [[wall]]s, [[door]]s etc. Restraints do not block movement, including movement of [[wagon]]s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system. Sentenced criminals can be transfered from restraints to cages by using q on the restraint and removing the prisoner from the 'Assigned animals/prisoners' tab by selecting 'None'. The occupant will still be listed as restrained until the dwarf with the cage arrives.&lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a war dog or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot [[kobold]] thieves that can bypass [[trap]]s and other passive defenses, pausing the game and [[announcement|announcing]] their presence. A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any [[thief]] that tries to enter, and (if combative) will similarly engage any hostile creature. But assigning a pasture for the guard animal is more resource efficient way to guard specific areas. This also allows the animal to walk away on its own if there ever is an alert that forces everybody to a certain area.&lt;br /&gt;
&lt;br /&gt;
Restraints can also be useful in the [[meat industry]], since animals on restraints can [[meat industry#Breeding|breed]], unlike animals in cages. Chained animals are also available for [[animal trainer|training]] (when the appropriate [[zone]] has been designated around the chain). This can be particularly important for dangerous creatures that are only partially [[tame]].&lt;br /&gt;
&lt;br /&gt;
Restraints are also very useful in weaponizing otherwise untrainable creatures that you've managed to capture in a cage trap. Hostile creatures on restraints will no longer be aggressive to dwarves, which means [[semi-megabeast]]s, [[megabeast]]s, and even [[forgotten beast]]s can be chained up where a guard is needed as these will still draw aggression from invaders and [[undead]], and will fight back when possible (within range of being restrained). Beware though, as forgotten beasts with special attacks like deadly dust may still use it liberally even if chained, and this can be harmful to dwarves. Restrained building destroyers may destroy nearby buildings, so they should be located a safe distance from anything destructible (including other restraints).&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
If a creature falls down from a ledge while restrained, it will not be left hanging. Instead, it will be released from the restraint and keep falling.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Wild animals assigned to a restraint may be immediately re-caged by another dwarf.{{bug|7664}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=254318</id>
		<title>Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=254318"/>
		<updated>2020-08-06T16:28:04Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:50, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Restraint&lt;br /&gt;
|tile=§|col=7:0:0&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]]&lt;br /&gt;
* [[Zoo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from [[chain]]s or [[rope]]s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard non-[[pet]] [[animals]], prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large [[building]], a chain or rope which is used to restrain a [[dog]], [[dwarf]] or other [[creature]] to a certain very limited area of movement. Unlike a [[cage]], a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if [[stairs]] or slopes are in this area. This gives them, at most, a 3×3×3 cube of movement, limited as normal by [[wall]]s, [[door]]s etc. Restraints do not block movement, including movement of [[wagon]]s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system. Sentenced criminals can be transfered from restraints to cages by using q on the restraint and removing the prisoner from the 'Assigned animals/prisoners' tab by selecting 'None'.&lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a war dog or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot [[kobold]] thieves that can bypass [[trap]]s and other passive defenses, pausing the game and [[announcement|announcing]] their presence. A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any [[thief]] that tries to enter, and (if combative) will similarly engage any hostile creature. But assigning a pasture for the guard animal is more resource efficient way to guard specific areas. This also allows the animal to walk away on its own if there ever is an alert that forces everybody to a certain area.&lt;br /&gt;
&lt;br /&gt;
Restraints can also be useful in the [[meat industry]], since animals on restraints can [[meat industry#Breeding|breed]], unlike animals in cages. Chained animals are also available for [[animal trainer|training]] (when the appropriate [[zone]] has been designated around the chain). This can be particularly important for dangerous creatures that are only partially [[tame]].&lt;br /&gt;
&lt;br /&gt;
Restraints are also very useful in weaponizing otherwise untrainable creatures that you've managed to capture in a cage trap. Hostile creatures on restraints will no longer be aggressive to dwarves, which means [[semi-megabeast]]s, [[megabeast]]s, and even [[forgotten beast]]s can be chained up where a guard is needed as these will still draw aggression from invaders and [[undead]], and will fight back when possible (within range of being restrained). Beware though, as forgotten beasts with special attacks like deadly dust may still use it liberally even if chained, and this can be harmful to dwarves. Restrained building destroyers may destroy nearby buildings, so they should be located a safe distance from anything destructible (including other restraints).&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
If a creature falls down from a ledge while restrained, it will not be left hanging. Instead, it will be released from the restraint and keep falling.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Wild animals assigned to a restraint may be immediately re-caged by another dwarf.{{bug|7664}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=254317</id>
		<title>Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=254317"/>
		<updated>2020-08-06T16:26:39Z</updated>

		<summary type="html">&lt;p&gt;Heinz Peter Original: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:50, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Restraint&lt;br /&gt;
|tile=§|col=7:0:0&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]]&lt;br /&gt;
* [[Zoo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from [[chain]]s or [[rope]]s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard non-[[pet]] [[animals]], prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large [[building]], a chain or rope which is used to restrain a [[dog]], [[dwarf]] or other [[creature]] to a certain very limited area of movement. Unlike a [[cage]], a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if [[stairs]] or slopes are in this area. This gives them, at most, a 3×3×3 cube of movement, limited as normal by [[wall]]s, [[door]]s etc. Restraints do not block movement, including movement of [[wagon]]s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system. Sentenced criminals can be transfered from restraints to cages by using q on the restraint and remove the prisoner from the 'Assigned animals/prisoners' tab by selecting 'None'.&lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a war dog or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot [[kobold]] thieves that can bypass [[trap]]s and other passive defenses, pausing the game and [[announcement|announcing]] their presence. A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any [[thief]] that tries to enter, and (if combative) will similarly engage any hostile creature. But assigning a pasture for the guard animal is more resource efficient way to guard specific areas. This also allows the animal to walk away on its own if there ever is an alert that forces everybody to a certain area.&lt;br /&gt;
&lt;br /&gt;
Restraints can also be useful in the [[meat industry]], since animals on restraints can [[meat industry#Breeding|breed]], unlike animals in cages. Chained animals are also available for [[animal trainer|training]] (when the appropriate [[zone]] has been designated around the chain). This can be particularly important for dangerous creatures that are only partially [[tame]].&lt;br /&gt;
&lt;br /&gt;
Restraints are also very useful in weaponizing otherwise untrainable creatures that you've managed to capture in a cage trap. Hostile creatures on restraints will no longer be aggressive to dwarves, which means [[semi-megabeast]]s, [[megabeast]]s, and even [[forgotten beast]]s can be chained up where a guard is needed as these will still draw aggression from invaders and [[undead]], and will fight back when possible (within range of being restrained). Beware though, as forgotten beasts with special attacks like deadly dust may still use it liberally even if chained, and this can be harmful to dwarves. Restrained building destroyers may destroy nearby buildings, so they should be located a safe distance from anything destructible (including other restraints).&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
If a creature falls down from a ledge while restrained, it will not be left hanging. Instead, it will be released from the restraint and keep falling.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Wild animals assigned to a restraint may be immediately re-caged by another dwarf.{{bug|7664}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Heinz Peter Original</name></author>
	</entry>
</feed>