<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hesuchia</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hesuchia"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Hesuchia"/>
	<updated>2026-07-13T20:53:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=173794</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=173794"/>
		<updated>2012-06-26T17:14:39Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Potential contributor banned ===&lt;br /&gt;
&lt;br /&gt;
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
&lt;br /&gt;
But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Machine_component&amp;diff=173793</id>
		<title>v0.34 Talk:Machine component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Machine_component&amp;diff=173793"/>
		<updated>2012-06-26T16:49:19Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: the donthss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== On/Off Open/Close ==&lt;br /&gt;
&lt;br /&gt;
Based on this article I thought linking a gear assembly while the first was disengaged would still synchronize them after a couple lever flips (yes, despite the linked article :P), but it doesn't.  Added the exception to help other newbs like myself :). [[User:Hesuchia|Hesuchia]] 16:49, 26 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Machine_component&amp;diff=173792</id>
		<title>v0.34:Machine component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Machine_component&amp;diff=173792"/>
		<updated>2012-06-26T16:44:34Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: /* On/off, open/close */ Added gear assembly exception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Machines''' are an advanced concept in Dwarf Fortress, but although they can be [[User:BaronW#The_Almighty_Dwarven_Calculator|infinitely complex]], no fundamental part is very complicated.  There are several different types of '''machine components''', all available from the {{K|M}}achine Components screen in the {{K|b}}uild menu.  These components can be used to create custom-designed '''machinery''' of more or less complexity, depending on the situation and the player's design.  &lt;br /&gt;
&lt;br /&gt;
In the order listed in the machine components sub-menu, these are:&lt;br /&gt;
&lt;br /&gt;
:* [[screw pump]]&lt;br /&gt;
:* [[water wheel]]&lt;br /&gt;
:* [[windmill]]&lt;br /&gt;
:* [[gear assembly]]&lt;br /&gt;
:* [[axle|horizontal and vertical axle]]&lt;br /&gt;
&lt;br /&gt;
Another important component to most machines are [[lever|levers]], but they are not, technically, &amp;quot;machine components&amp;quot;, nor are they needed for many &amp;quot;always on&amp;quot; machine designs.  (But a way to turn a machine off quickly, &amp;quot;just in case&amp;quot;, is often a good plan.)&lt;br /&gt;
&lt;br /&gt;
In order for the machines to operate, you must have a [[power]] source (either wind or [[water]]) of some kind.  Power can be transferred to machine parts which require it by a system of [[axle]]s and [[gear assembly|gear assemblies]].   &lt;br /&gt;
&lt;br /&gt;
Machines are mostly used for pumping [[water]] or [[magma]]. Some complex [[trap design]]s incorporate machine components.  You do ''not'' need machinery of this complexity to operate retractable [[bridge]]s, [[bridge#Drawbridges|drawbridges]], [[Lever#Linking|linked]] [[door]]s, [[hatch]]es or [[floodgate]]s, or simple one-tile [[trap]]s, nor to manually operate [[pump]]s.&lt;br /&gt;
&lt;br /&gt;
==Nuts and bolts - the basics ==&lt;br /&gt;
=== Power generators ===&lt;br /&gt;
&lt;br /&gt;
[[Windmill]]s {{k|m}} and [[water wheel]]s {{k|w}} are the machine components that provide limited power.  Power generators can be chained together using axles or gear assemblies to combine their power along the same power conduit.  Additionally, water wheels can be combined by placing them adjacent to one another in parallel, thereby requiring no extra materials to perform the linkage.&lt;br /&gt;
&lt;br /&gt;
=== Uses for power ===&lt;br /&gt;
&lt;br /&gt;
Currently, the [[screw pump]] {{k|s}} is the only machine component that consumes power to achieve a purpose.  A [[millstone]] also requires power to operate, although it is classified as a [[workshop]] rather than a machine component.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can also be operated using dwarf labor in place of mechanical power.  The millstone likewise has an unpowered alternative, the [[quern]].&lt;br /&gt;
&lt;br /&gt;
=== Power conduits ===&lt;br /&gt;
&lt;br /&gt;
A [[gear assembly]] {{k|g}} is used to link multiple machine components together.  Additionally, a gear assembly can be linked to [[lever]]s and pressure plates, which can then be used to disengage the gearbox from any linked items.  For example, screw pumps can be switched on and off in this way.&lt;br /&gt;
&lt;br /&gt;
[[Axle]]s are used to transport power over a distance.  A horizontal axle ( {{k|h}} ) transports power within a [[z-level]], while a vertical axle ( {{k|v}} ) transports power across z-levels.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Machine components have two basic states in which they can be built: &amp;quot;solid base&amp;quot; or &amp;quot;hanging&amp;quot;.  This state is visible when looking at the constructed machine with {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
A machine with a &amp;quot;solid base&amp;quot; is just what it sounds like; the machine component has been built on solid ground, and so it has a solid base on which to rest.  A &amp;quot;hanging&amp;quot; component is not built on solid ground, but instead has been built beside or on top of an existing machine or component. Its only support comes from the adjacent component. This can be daisy-chained, so that it is possible to build machines which have only one component on solid ground, with the rest hanging out into empty space.&lt;br /&gt;
&lt;br /&gt;
Possible advantages to this include protection from destruction by invading enemies (if they can't get to the machine components, they can't destroy them).  However, it can be risky, as the rest of the parts will collapse if the component(s) on solid ground are destroyed.&lt;br /&gt;
&lt;br /&gt;
Levers can be hooked up to a gear assembly in a power conduit (aka &amp;quot;power train&amp;quot;), causing any power transferred through that to &amp;quot;disconnect&amp;quot; when the lever is pulled.  If a gear is disconnected in this way, and is serving as the support for hanging machine components, those hanging components will automatically deconstruct into their basic components, as they will no longer have support.  As with any deconstructed building, they can be rebuilt.&lt;br /&gt;
&lt;br /&gt;
==Machinery overview==&lt;br /&gt;
&lt;br /&gt;
''This is an overview of how the different machine parts work and work together, with some basics about each of them.  They all have more details - once you understand the basics, refer to the '''main articles''' for more complete discussions - these links will be listed in '''bold'''.''&lt;br /&gt;
&lt;br /&gt;
'''Machinery''' in Dwarf Fortress consists of more than just [[machine component]]s.  It's the systems of triggers (either [[lever]]s or [[pressure plate]]s) that control the [[windmill]]s and [[water wheel]]s that provide power to the [[gear assembly|gear assemblies]] and [[axle]]s that transfer that power, and the [[pump]]s and [[millstone]]s that use that power; and let's toss in [[bridge]]s, because they move and will come into the discussion sooner or later.  No one part is very complicated, but combined they can be as complex as your warped little imagination can conceive. You can't do everything with DF machinery, but with creativity you can come close.&lt;br /&gt;
&lt;br /&gt;
===Your friend, the mechanism===&lt;br /&gt;
The basic part is the [[mechanism]], the same thing that lets you build stonefall [[trap]]s - that can also become a [[lever]], a [[pressure plate]], or a [[gear assembly]] - as well as all the other various simple one-tile traps.  Mechanisms are created using the [[mechanic]] labor out of [[stone]] in a [[mechanic's workshop]], or weapons-grade metal in a [[forge]].  The mechanism &amp;quot;quality&amp;quot; makes no observed difference when creating DF machinery, so any mechanism will work as well as others*, including the very rare, but possible, artifact mechanism.  &lt;br /&gt;
&lt;br /&gt;
:''(* Except in [[magma]], which requires [[magma safe]] mechanisms - a separate discussion, but that's pretty much the sum of it.)''&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[Mechanism]]''', [[Trap]]&lt;br /&gt;
&lt;br /&gt;
===Triggers===&lt;br /&gt;
The simplest machine use of a mechanism is the trigger, usually a lever.  Both levers and pressure plates are &amp;quot;triggers&amp;quot; - they trigger something else to happen.  That &amp;quot;something else&amp;quot; is determined by you when you &amp;quot;link&amp;quot; the two - the trigger and the object to be activated.&lt;br /&gt;
&lt;br /&gt;
====Levers====&lt;br /&gt;
A mechanism is placed as a lever using {{k|b}}uild {{k|T}}raps/Levers {{k|l}}ever, and then once that's been completed, you go into that &amp;quot;building's&amp;quot; menu ( {{k|q}} ) and link it to something else - this takes 2 more mechanisms, one at the object end (first chosen), one at the lever end (second chosen), for a total of 3 mechanisms used: one lever plus a link at each end. Link the same lever to something else and you need 2 more mechanisms, etc etc.  No limit. One pull, they're all activated.&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Lever]]'''&lt;br /&gt;
&lt;br /&gt;
====Pressure plates====&lt;br /&gt;
A pressure plate works like a lever, but is based on either being stepped on, or fluid reaching a certain depth.  The triggering process (and problems) are the same, but you have some variables you can designate when placing the plate - whether friend/foe triggers it and what size they must be (min and max), or fluid depth (1/7, 2/7, 7/7), etc.&lt;br /&gt;
&lt;br /&gt;
A pressure plate is placed with {{k|b}}uild {{k|T}}raps/Levers {{k|p}}ressure plate, and is otherwise identical to the lever - one mechanism, two more to link it, etc.&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Pressure plate]]'''&lt;br /&gt;
&lt;br /&gt;
====Connection and activation====&lt;br /&gt;
If all you're doing is connecting a lever to an object, then a dwarf pulls the lever to activate that object. If a pressure plate, then it gets stepped on or the fluid reaches the designated depth - it's that simple.&lt;br /&gt;
&lt;br /&gt;
Attached to a [[support]], the support crumbles (and brings down whatever it was supporting, ~IF~ that was in fact the last thing connected to it!)  Attach to a [[cage]], the cage releases the occupants.  These are both single-use.&lt;br /&gt;
&lt;br /&gt;
Connected to a barrier - a door, a hatch, a floodgate, or a bridge - it becomes the sole means of activation for those.  Dwarfs cannot open or close doors/hatches that are linked (and cannot open/close floodgates or bridges without one).&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[Door]]''', '''[[Hatch]], [[Floodgate]]'''&lt;br /&gt;
&lt;br /&gt;
====On/off, open/close====&lt;br /&gt;
Note that a trigger does not just &amp;quot;toggle&amp;quot; a barrier - it doesn't ''always'' work &amp;quot;throw and it's open, throw and it's closed&amp;quot;.  The lever has to be in the right &amp;quot;phase&amp;quot;, left or right, to open or close, and if the barrier is out of phase, nothing happens.  What this means to you is that you cannot link one door, open it, then link another and have them stay opposite each other, opened/closed - they will get back &amp;quot;in phase&amp;quot; almost right away, both open, then both closed.*   Gear assemblies, however, ''can'' remain in opposite states if the second assembly is built and linked while the first is disengaged. &lt;br /&gt;
&lt;br /&gt;
There's a complete list '''[[Trigger#On.2FOff_states|here]].'''&lt;br /&gt;
&lt;br /&gt;
:''(* But there are ways to achieve this - read main articles for full discussions.)''&lt;br /&gt;
&lt;br /&gt;
====Activation lag time====&lt;br /&gt;
Also note that a few types of barriers respond &amp;quot;immediately&amp;quot; while others are delayed - (again, see '''[[Trigger#On.2FOff_states|that same list]]''' for full details).  If delayed, and you open/close the trigger quickly, it will get out of phase, missing the second command while waiting for the first.  Also, if ''anything'' - a dwarf, creature or the smallest dropped object - is blocking a door, hatch or floodgate, it won't shut when ordered to, and, again, be out of phase. Then the lever must be pulled twice, once to get it back in phase, and once to activate it the way you wanted.  Headache city.&lt;br /&gt;
&lt;br /&gt;
===Machine power===&lt;br /&gt;
You can run a '''[[pump]]''' manually (or use [[quern]]s instead of [[millstone]]s for [[milling]]), but there are two kinds of [[power]] systems that are used to run pumps and millstones: '''[[windmill]]s''' and '''[[water wheel]]s'''.  Both are buildings - you build them just like a workshop.  There are some limits and considerations - build them wrong (without support) and they'll collapse.&lt;br /&gt;
&lt;br /&gt;
====Windmills====&lt;br /&gt;
A windmill provides 0, 20 or 40 power - it depends on the &amp;quot;wind&amp;quot; on your map, you either have it or you don't - it's constant across a map and time, and you don't know until you build your first windmill.  {{k|q}} shows you the power for that windmill on your map.  Power comes out the bottom, via a gear or axle. Or you can build it directly over the item to be powered - that works too (but there's no way to shut it off then - see below).&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Windmill]]'''&lt;br /&gt;
&lt;br /&gt;
====Water wheels====&lt;br /&gt;
A water wheel provides 100 power (but water wheels consume 10, including the first one powered up, so call it 90) if it has &amp;quot;flow&amp;quot; under it, say from a river.  You can also create artificial flow in your own channels, if you prefer.  Line up several, and you have all the power you want.  Power comes out the side.&lt;br /&gt;
&lt;br /&gt;
(Note - too much flowing water can kill your framerate.  Be careful about getting carried away.)&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[Water wheel]]''', '''[[Power]]'''&lt;br /&gt;
&lt;br /&gt;
====Power connection - gears &amp;amp; axles====&lt;br /&gt;
Connecting is easy, especially if you've ever played with tinkertoys.  If you build your pump or millstone adjacent to the source, touching side-by-side, they're automatically connected.  (Building &amp;quot;over&amp;quot; another, between floors, is tricky - see articles).  If there's distance (horizontal or vertical) between power source and destination, there are axles, and gear assemblies.  Axles are just logs - 1 log can get you up to 3 tiles in a straight line (though 3 logs can extend to 10 tiles) horizontally, or 1 single tile vertically, and can be connected directly to each other.  Placed gear assemblies (more mechanisms) allow you to change direction of the axle line, either horizontally or vertically.&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[Axle]], [[Gear assembly]]'''&lt;br /&gt;
&lt;br /&gt;
====Power consumption====&lt;br /&gt;
Pumps and mills consume 10 power each (as do water wheels, powered or not).  Gear assemblies use 5 power each, and axles 1 per tile.  So you can have a windmill that pumps 40 power, and 4 axles over, a gear, 3 axles up, another gear, and a pump and mill adjacent to that gear - that's 4+5+3+5+(10+10) = 37 - no problem.  If you wanted more power, you'd need another windmill or a water wheel, and connect it in to the grid.&lt;br /&gt;
&lt;br /&gt;
Wheels, windmills, pumps, mills, axles and gears will all show the power they have and the power the assembly needs when viewed with {{k|q}}.  If no power, you've done something wrong.&lt;br /&gt;
&lt;br /&gt;
====Turning powered machinery on/off====&lt;br /&gt;
Now, you can also link a trigger to a gear assembly, to disengage that gear in the power train - this is how you turn on/off pumps that are attached to power, and how you create fluid traps that &amp;quot;turn on&amp;quot; automatically when their target is in the desired location.&lt;br /&gt;
&lt;br /&gt;
Notes: If powering pumps, build the gear and lever and link them '''first''', then throw the lever to disengage the gear before connecting the power - or you'll find your fluid of choice pumping merrily into your fortress until you find a way to shut off what you just built.)''&lt;br /&gt;
&lt;br /&gt;
Also, be aware that disengaging a gear that's directly under a windmill will cause the windmill to collapse, and the same will happen if you disengage a gear assembly connected directly to a water wheel. A &amp;quot;disengaging&amp;quot; gear has to be located later in the power train.&lt;br /&gt;
&lt;br /&gt;
If building a gear assembly over a pump or millstone, that will work, but the floor between must be channeled ''first''.&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Gear assembly]]'''&lt;br /&gt;
&lt;br /&gt;
There are also quirks to what are &amp;quot;adjacent&amp;quot; items - sometimes floors get in the way, sometimes they don't, depending on the building - read articles on each piece of machinery for those details.&lt;br /&gt;
&lt;br /&gt;
None of these are that hard to build or connect, and doing it is the best way to learn. Plan a little, expect it not to be 100% optimal the first try, and you'll get it right the second time.&lt;br /&gt;
&lt;br /&gt;
====Weather====&lt;br /&gt;
&lt;br /&gt;
As you might expect, machinery that is submerged in [[water]] comes to a halt if that water [[ice|freezes]].  Perhaps less obviously, machinery that is built upon a natural ice floor, like the surface of a frozen pond, will also freeze.  Such components will say &amp;quot;Frozen Here&amp;quot; in their information screen, while connected components will say &amp;quot;Frozen Elsewhere&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Building/connection limitations==&lt;br /&gt;
&lt;br /&gt;
'''Machinery''' (including [[axle]]s, [[gear assembly|gear assemblies]], and [[screw pump]]s) acts differently from other constructions.  It can be built in one of two states:&lt;br /&gt;
:* '''Stable Foundation''' - The machinery is built on top of a floor, either natural or constructed.&lt;br /&gt;
:* '''Hanging''' - The machinery is built attached to another piece of machinery, typically on top of a gear assembly (to transfer power further down or out horizontally) or a pump. No additional support is required (except for [[screw pump]]s, which have their own requirements for support - see below). The supporting machinery needs only to have been designated for the hanging machinery to be built - it doesn't have to be completed, but might need to be before the power-connection is complete (depending on your design). If the supporting machinery is canceled, disabled, or removed the hanging machinery will collapse to base materials.&lt;br /&gt;
*'''Windmills''' may only connect to machinery directly below their center tile.&lt;br /&gt;
:* Windmills built on floors sometimes transfer power through them, but it seems to depend on the build order - for maximum reliability, channel out the floor.&lt;br /&gt;
*'''Water wheels''' may only connect to machinery on either side of their center tile.&lt;br /&gt;
*'''Screw pumps''' may connect to machinery from any tile in any direction. (However, the walkable tile of the screw pump MUST have a floor under it, so it cannot connect directly below the walkable tile)&lt;br /&gt;
*'''Gear assemblies''' connect in all directions.&lt;br /&gt;
:* A gear assembly which has been disconnected by a lever does not support machinery.  No machinery can hang on top of it, and anything already hanging on it will fall apart.  In #2 (below), disconnecting the gear assembly would dismantle the windmill and prevent another from being built until it was reconnected.&lt;br /&gt;
*'''Horizontal axles''' connect to either end, or a gear assembly or machine.&lt;br /&gt;
*'''Vertical axles''' connect directly above and below, or a gear assembly or machine.&lt;br /&gt;
&lt;br /&gt;
====Unusual windmill behavior examples====&lt;br /&gt;
&lt;br /&gt;
In the diagram below, brown is the windmill and the floor it stands on, black is floor from another level, the star is a gear assembly:&lt;br /&gt;
&lt;br /&gt;
:* #1 will only work if the windmill and gear are built in the proper order, but it will be stable - it's supported by a floor, and has a gear assembly beneath it.&lt;br /&gt;
:* #2 works as long as dwarves can reach the building site - any tile adjacent to the windmill will do.  It's the same as 1), but is &amp;quot;hanging&amp;quot;, the windmill build on the gear assembly. (You cannot &amp;quot;disengage&amp;quot; this gear without causing the windmill to deconstruct.)&lt;br /&gt;
:* #3 can be built (provided the floor is supported somehow) but is pointless: the gear does not connect to the windmill, and the windmill will not provide power anyway.&lt;br /&gt;
:* #4 ''Would'' be valid if it were not a windmill.  To place a gear above a machine, the floor must be channeled out.&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side view'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|*&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|4&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[trigger]]&lt;br /&gt;
:* [[repeater]]&lt;br /&gt;
:* [[computing]]&lt;br /&gt;
:* [[trap design]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Machine components}}&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Well_guide&amp;diff=173636</id>
		<title>v0.34:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Well_guide&amp;diff=173636"/>
		<updated>2012-06-23T22:28:44Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: The step-by-step guide needs fleshing out from brooks to drainage. Maybe even subpages to minimize clutter?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:40, 24 April 2012 (UTC)}}{{av}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
''This guide assumes you've read the main article on '''[[well]]s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
If you are looking for the step by step guide: [[#Step by Step|see below]].&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in for a little bit of [[Fun]]... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
1. Wells are currently a little wonky, like everything else, but in a not-so-friendly way. There are plenty of opportunities to flood a fortress through a well, and even if you don't, dwarves and animals might still occasionally fall in.&lt;br /&gt;
&lt;br /&gt;
2. They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
&lt;br /&gt;
3. Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
&lt;br /&gt;
4. Technically, a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a thing, as well as bathe in it more easily.&lt;br /&gt;
&lt;br /&gt;
5. If you do make a shallow pool as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swimming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
1. While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
&lt;br /&gt;
2. Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into its construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
&lt;br /&gt;
3. As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
&lt;br /&gt;
4. This is a glitch, but wells are the easiest method for making salt water drinkable. Wells will ignore salinity and allow dwarves to drink salt water directly from its source without a glitch. So long as it isn't murky.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarves, so they'll all get good thoughts from seeing it, and near any [[hospital]] beds you have, but you want it off the main traffic routes.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from [[carp]], [[goblin]]s, or [[animal]]s, and it can provide a safe source of drinking water during a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 [[z-level]] somewhere directly below its opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See [[flood]].)&lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will [[flood]] your fortress, due to [[Water_pressure|pressure]] from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarves change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See [[Water_pressure|pressure]].)&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing sources ===&lt;br /&gt;
&lt;br /&gt;
A [[brook]], [[river]], [[murky pool]], or [[cavern]] lakes can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from [[rain]].  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at [[embark]]) [[evaporate]] away before you ever get a chance to build a well.&lt;br /&gt;
&lt;br /&gt;
Using stagnant water directly from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
&lt;br /&gt;
=== [[Aquifer|Aquifers]] ===&lt;br /&gt;
&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean|Oceans]] ===&lt;br /&gt;
&lt;br /&gt;
Oceans and aquifers near oceans carry salty water. This is normally unpleasant to dwarves, but for some reason, drinking that water through a well is perfectly fine. This is a bug. But, if you really want to, it is possible to desalinate water by running it through a pump, (This is ''also'' a bug.) BUT, if that water touches any natural surfaces it will turn salty again. The floor, walls and ceiling of the aqueduct and reservoir all need to be constructed.&lt;br /&gt;
&lt;br /&gt;
=== [[Reservoir|Reservoirs]] ===&lt;br /&gt;
&lt;br /&gt;
If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
&lt;br /&gt;
When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
&lt;br /&gt;
Another consideration is safety. (See Below) Specifically, dwarves can fall into wells. You may wish to place some sort of escape route from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape route. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from its top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
&lt;br /&gt;
Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in its reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
&lt;br /&gt;
== Filling the Well ==&lt;br /&gt;
&lt;br /&gt;
If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling a Well ===&lt;br /&gt;
&lt;br /&gt;
If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well.&lt;br /&gt;
&lt;br /&gt;
=== Piping water to your reservoir ===&lt;br /&gt;
&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
&lt;br /&gt;
Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
&lt;br /&gt;
Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
&lt;br /&gt;
The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
&lt;br /&gt;
1. Dig out the reservoir where you want to store the water.&lt;br /&gt;
&lt;br /&gt;
2. From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
&lt;br /&gt;
3. Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
&lt;br /&gt;
4. Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
&lt;br /&gt;
5. Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
&lt;br /&gt;
If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a cavern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
A well is not an obstructing object. That is to say, it doesn't stop things from passing through its space. This is why wells can function through other wells, why water will flood out of them, why a (very) few monsters may be able to climb out through them if you're tremendously unlucky, and why dwarves and animals frequently fall in.&lt;br /&gt;
&lt;br /&gt;
=== Flooding ===&lt;br /&gt;
&lt;br /&gt;
More fortresses have fallen at the hands of a flooding well than they have to megabeasts, sieges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
There are several solutions to the flooding problem.&lt;br /&gt;
&lt;br /&gt;
1. Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
&lt;br /&gt;
2. Emergency auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from its flow source, should the thing flood.&lt;br /&gt;
&lt;br /&gt;
3. No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
The main problem is that while dwarves will normally walk around random holes in the ground, a well is treated as a &amp;quot;passable&amp;quot; tile. It's what allows them to use the well itself. However, this doesn't stop them from simply walking across its space and falling through the hole it was built over. And because there's no such thing as buoyancy or water resistance yet, dwarves fall through water at the same rate they would through air. Meaning the deeper your reservoir, the bigger the splatter they make at the bottom. The following are all suggestions which decrease the likelihood of anyone falling into a well. Keep in mind what you want to use the well for, however. There's little point of making a high value well if nobody will ever see it.&lt;br /&gt;
&lt;br /&gt;
1. Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it. &lt;br /&gt;
&lt;br /&gt;
2. Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area. &lt;br /&gt;
&lt;br /&gt;
3. Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest route to their task, because they don't have a task. Also, animals like to ignore traffic control. &lt;br /&gt;
&lt;br /&gt;
4. For the same reasons, don't put it ''in'' a meeting hall. &lt;br /&gt;
&lt;br /&gt;
5. Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. &lt;br /&gt;
&lt;br /&gt;
6. Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well. &lt;br /&gt;
&lt;br /&gt;
7. Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst. That means your dwarves won't fall down the well, break their leg and drown. &lt;br /&gt;
&lt;br /&gt;
8. Making an escape route from a well is probably also a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
&lt;br /&gt;
First off, if you're bucket-filling a well, you need to make sure that their initial water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
&lt;br /&gt;
If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place [[Grate|wall grates]], [[Bars|upright bars]], or [[fortification]]s in the aqueduct to act as filters. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two filters in a row pretty much eliminates any chance of this happening.  If you plan to use filters in conjunction with [[floodgate]]s, remember to connect your floodgate to its trigger ''before'' placing the filters.&lt;br /&gt;
&lt;br /&gt;
Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
&lt;br /&gt;
To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape route.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are drawing directly from a cavern lake, and have simply opened a hole in its ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. You could potentially construct a wall surrounding the pathway of the bucket. This would prevent flying creatures from entering, unless they are also capable of swimming. Do not forget the perils of dwarves falling into a well, however, falling into a cavern lake full of cave crocodiles will cause lots of fun.&lt;br /&gt;
&lt;br /&gt;
== Above Ground ==&lt;br /&gt;
&lt;br /&gt;
The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
&lt;br /&gt;
The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
&lt;br /&gt;
Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy [[#Fighting the Ice|the prospects of actually constructing it]].)&lt;br /&gt;
&lt;br /&gt;
=== Outdoor Wells ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
&lt;br /&gt;
Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
&lt;br /&gt;
=== On The Level ===&lt;br /&gt;
&lt;br /&gt;
Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
&lt;br /&gt;
If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== In the Sky  ===&lt;br /&gt;
&lt;br /&gt;
And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
&lt;br /&gt;
In all honesty, a sky well would be built and function pretty much the same as a subterranean well. The only difference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
&lt;br /&gt;
== Step by Step ==&lt;br /&gt;
&lt;br /&gt;
A guide explaining the exact processes to go through when building the main well types and their infrastructure.&lt;br /&gt;
&lt;br /&gt;
=== The Well Itself ===&lt;br /&gt;
&lt;br /&gt;
So you're really new, you've read the well page, and you're still a little lost? Well, not to worry! We like our newbies! So we're gonna' show you exactly what needs to be done to just build a well from scratch. Keep in mind that a lot of this can be sped up by buying the materials at embark or from a caravan, rather than making them yourself. This is especially true with the restraint component.&lt;br /&gt;
&lt;br /&gt;
Essentially, the components are: '''Rope | Bucket | Block | Mechanism'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Start digging up stone. You need a dwarf with the miner skill enabled and a pickaxe. You need to dig through stone layers to get stone, as dirt yields nothing. The miner will leave rubble behind him. These are your primary building materials.&lt;br /&gt;
&lt;br /&gt;
2. Start chopping down trees. You need a dwarf with the woodcutter skill enabled and a  battle axe to do this. Each tree chopped down leaves a log. You'll need this for other components.&lt;br /&gt;
&lt;br /&gt;
3. Set up an underground farm plot and cover it in water. It only needs a dusting of 1/7. Once it's been covered, drain it. It should now be muddy and will allow you to plant things on it. In order to plant seeds and make the farm plot, you'll need a dwarf with the grower skill enabled. Make sure you have pig tail seeds.&lt;br /&gt;
&lt;br /&gt;
4. The pig tail seeds grow into pig tails, which can be processed into thread and turned into ropes for the well. Alternatively, if you run into metal ore, you can make a chain. But that process is even more complex, and there are plenty better uses for chains, so we'll stick with the rope.&lt;br /&gt;
&lt;br /&gt;
5. Now you need a dwarf with the thresher skill enabled and a farmer's workshop set up. Set it to process plants. He will take any available pig tails and turn them into thread.&lt;br /&gt;
&lt;br /&gt;
6. Next you need a weaver and a loom. The weaver will automatically turn thread into fabric at a loom. Yes, you need to make sheets of fabric into ropes, no it doesn't make much sense.&lt;br /&gt;
&lt;br /&gt;
7. Now you need a dwarf with the clothier skill and a clothier's shop. Have the clothier make ropes. He'll use whatever fabric is available to him.&lt;br /&gt;
&lt;br /&gt;
8. Have a mason make a stone block at the mason's workshop.&lt;br /&gt;
&lt;br /&gt;
9. Have a carpenter make a bucket at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
10. Have a mechanic make a mechanism at the mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
11. Channel out a one-square hole in the ground. This is an example location, to show how a well is to be oriented to actually be built.&lt;br /&gt;
&lt;br /&gt;
12. Build the well. It needs to be placed on the hole. Not in the hole, not above the hole, but directly on it. A well needs at least one adjacent floor tile, and must be built over empty space. Select your block, bucket, mechanism and rope. (Or chain if you went that route)&lt;br /&gt;
&lt;br /&gt;
13. Once that's done, the well designation will just sit there. You need a dwarf with the architect skill to design it. Once he's done, the appropriate worker will drop in and finish building the thing.&lt;br /&gt;
&lt;br /&gt;
It takes 10 skilled dwarves and 6 workshops to build the base materials for one well from scratch. Of course, all of its materials can simply be bought, speeding the process up a fair bit. However, keep in mind that all of its components have value. Value which can be increased. A gem-encrusted masterpiece bucket with a gem encrusted masterpiece platinum chain, with a gem encrusted masterpiece mechanism, with legendary architectural skill and legendary construction, can be of insanely high value. As a result, you can engineer them to artificially increase the value of your fortress very quickly, once you have the infrastructure to do so.&lt;br /&gt;
&lt;br /&gt;
=== Murky Pools ===&lt;br /&gt;
&lt;br /&gt;
A relatively large and deep murky that has not been contaminated will work. You will want to build a wall around the pool to prevent contamination and creatures using it to access your fortress. Next build a reservoir one level below the murky pool. Remember that part of your reservoir will have to be directly below the spot you want to build your well. Make the reservoir fairly small as murky pools do not hold much water. If you make the reservoir to large you will just end up with a muddy floor. Drain the water into the reservoir. Once it has filled, you can build your well on an available square directly above your reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Brooks ===&lt;br /&gt;
&lt;br /&gt;
Brooks are nice. We'll show you why!&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
Rivers are different from brooks, in that they have things living in them and are a little more dangerous to be around.&lt;br /&gt;
&lt;br /&gt;
=== Oceans ===&lt;br /&gt;
&lt;br /&gt;
This explains the salinity glitch with oceans again, and discusses how to safely draw water from an ocean.&lt;br /&gt;
&lt;br /&gt;
=== Aquifers ===&lt;br /&gt;
&lt;br /&gt;
This section explains why the only thing aquifers are good for, are wells.&lt;br /&gt;
&lt;br /&gt;
=== Flooded Caverns ===&lt;br /&gt;
&lt;br /&gt;
This will discuss different methods of utilizing water from flooded caverns, specifically for the construction of a well, safely.&lt;br /&gt;
&lt;br /&gt;
=== Water Falls ===&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall on your map, you are truly lucky. You can do so many cool things with waterfalls, it's enough to make a dwarf consider crying, just this once, maybe, if nobody's looking. But, here, we'll show some step-by-step ideas for how to use waterfalls to make awesome wells.&lt;br /&gt;
&lt;br /&gt;
=== Reservoirs ===&lt;br /&gt;
&lt;br /&gt;
So, you've decided you need to store water elsewhere, eh? Well, I can't blame you. Here's some discussion about the traits a reservoir can have, how to build them without trapping your dwarves, safety concerns, escape routes, and a discussion on effective filling methods.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to go about bucket filling a well, the benefits of doing so, and the problems therein.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to build several generic aqueducts, drawing from different types of sources. Specifically, gravity-draining above-ground sources and pumping upward from subterranean sources.&lt;br /&gt;
&lt;br /&gt;
=== Drainage ===&lt;br /&gt;
&lt;br /&gt;
This talks about what drains are used for, why you might want them, and then how to build several types of functional drain mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Next, you need some [[magma-safe]] materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep its reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;br /&gt;
&lt;br /&gt;
This can be VERY useful when you have a larger reservoir that fills your well. This way every pull of the lever delivers a set amount of water into your well. Thus eliminating&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; the risk of flooding due to the well becoming pressurized.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Beware dwarves that throw tantrums, they randomly pull levers.&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Reservoir&amp;diff=173610</id>
		<title>v0.34:Reservoir</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Reservoir&amp;diff=173610"/>
		<updated>2012-06-22T21:47:33Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: Fixed red link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:17, 13 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''reservoir''' (or '''cistern''') is a room constructed to contain [[water]] or [[magma]], used to store water whenever such storage is needed. At its simplest, a reservoir is simply a room that is mined out and then sealed (with a [[wall]] or [[floodgate]]), with water routed into it. Properly constructed, water in a reservoir should never freeze or evaporate, and will always stay fresh. Such a structure is useful in a variety of situations, and is an integral feature of most advanced fortresses.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Reservoirs are quite basic in construction, consisting of a dug out pit in the form of a container, connected to a water supply and then sealed off either with [[wall]]s, a [[floodgate]], or a [[bridge]]. The water supply is then opened, allowing the room to flood; how this water is supplied is a topic for the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
Most wells are made to be refillable once their contents run low, usually through the use of [[lever]]s attached to whatever is linking the source to the container (usually a floodgate and a body of water). They can be further refined to refill automatically through the use of [[pressure plate]]s.&lt;br /&gt;
&lt;br /&gt;
If there is a path from your reservoir into your fortress (ae. through a [[channel]]ed hole or a [[well]]), it is additionally a good idea to be able to seal the reservoir when needed to protect against amphibious foes, who can and path through your cistern and up your well to attack. If you are additionally worried about [[building destroyer]]s, constructing a [[fortification]] and then being able to isolate it should solve the problem; fortifications lets water of (and any [[swimmer]]s therein) of maximum height (7/7) through, but block all else.&lt;br /&gt;
&lt;br /&gt;
Note that desalinated water that comes into contact with salt water and fresh water that comes into contact with stagnant water will become salty in the first case and stagnant in the latter case, requiring the pumping out of all water inside the cistern for any attached well to be useful again.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Reservoirs are most commonly used to provide an internal [[well]]. Wells are an essential feature in any fortress; wounded dwarves require fresh water to drink and clean their wounds, and will die of dehydration if it is not provided or inaccessible (as often happens in a [[siege]]). However, they are very picky in terms of what they need: a proper well requires clean, flowing (not stagnant) water or else it will cause infections among your hospitalized dwarves.&lt;br /&gt;
&lt;br /&gt;
Stagnant water must be cleaned and salt water (from an [[ocean]] or saltwater [[lake]]) must be desalinated: both tasks are performed by a [[screw pump]], and the easiest way to keep the clean water contained is in a reservoir. This also applies to cold or freezing maps, where water may only be available part of the year (or never at all), and hot or scorching maps, where water may evaporate over time. A secured 20x25x1 underground reservoir can last for many years without needing to be refilled.&lt;br /&gt;
&lt;br /&gt;
Reservoirs are additionally useful for the construction and reliability of large traps, like [[drowning chamber]]s, or passive water-using structures, like [[mist]] generators, on maps where the water supply freezes seasonally. In the former case, a special type of reservoir is an evaporation chamber, a large room into which water is dumped by gravity; the object is to get rid of a lot of water quickly so the trap can be reused.&lt;br /&gt;
&lt;br /&gt;
Finally, reservoirs are essential for storing &amp;lt;s&amp;gt;instant fun&amp;lt;/s&amp;gt; [[magma]] brought up by a [[pump stack]]. Since magma has almost no natural flow, a reservoir can be used to incur [[pressure]] in the magma so that it can be rapidly spit out in whatever application it is needed for, goblin-melting or otherwise.&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Health_care&amp;diff=173499</id>
		<title>v0.34 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Health_care&amp;diff=173499"/>
		<updated>2012-06-18T19:04:16Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Possible bug ==&lt;br /&gt;
&lt;br /&gt;
My dwarves seem extremely hesitent to store materials.  Particularly pig tail fiber threaf even though it is the only thread available and it is available in large quantities.  They also ignore storing crutches and splints. They are also placing items on top of the coffers instead of in them.&lt;br /&gt;
&lt;br /&gt;
A lot of my injured dwarves don't seem to properly enter the &amp;quot;rest&amp;quot; state/job once moved to a hospital bed; instead they will just lie there, getting progressively more hungry/thirsty/weary/unhappy until death eventually claims them. [[Special:Contributions/111.69.12.2|111.69.12.2]] 05:35, 21 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clarity ==&lt;br /&gt;
It looks like there is a major contradiction on two sections of the page.  In 'Setting up' it says you don't need to place a stockpile, just put containers in the zone. Farther down in 'Tips' it says don't ever place containers in the zone because they're bugged. I don't know what to believe. [[User:Hesuchia|Hesuchia]] 19:04, 18 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=173498</id>
		<title>v0.34 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=173498"/>
		<updated>2012-06-18T18:44:44Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any feedback here and sign with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is still slightly out of date... For example, kennels appear to only train vermin--[[Special:Contributions/173.3.16.92|173.3.16.92]] 02:45, 21 April 2012 (UTC)&lt;br /&gt;
==Newbie question about trade depot==&lt;br /&gt;
I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?[[Special:Contributions/24.151.147.137|24.151.147.137]] 13:03, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That &amp;quot;Level 0&amp;quot; image was probably from one of the 0.31.x versions where wagons were broken.  In the current version, wagons are back, so you should make a 3-wide path to your trade depot.  You'll need to ensure that wagons have an accessible path ''before'' they show up.  If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals.  --[[User:Greycat|Greycat]] 14:02, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Better farm plot explanation ==&lt;br /&gt;
Another Newbie here, first off: thanks for the guide! But, expanding the &amp;quot;Sustenance by plow&amp;quot;-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== inaccuracies ==&lt;br /&gt;
&lt;br /&gt;
Reposted from the forum:&lt;br /&gt;
The quickstart guide has what appears to be a couple pieces outdated info, at least from my limited/nooby knowledge. I want to check that they are inaccurate before I change them.&lt;br /&gt;
&lt;br /&gt;
1: &amp;quot;Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal.&amp;quot;&lt;br /&gt;
 - Materials do matter now, right? (according to the armor page)&lt;br /&gt;
&lt;br /&gt;
2: &amp;quot;Build a kennel and train some war animals&amp;quot; --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
3: &amp;quot;Create stone fall traps near the start of your entry hall&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=109473.0 traps block wagon access], perhaps a section on designing a wagon accessible trapped entry hall should be added?&lt;br /&gt;
&lt;br /&gt;
== More Extensive Layout Examples == &lt;br /&gt;
For a complete beginner like me, it got kind of confusing when we were told good things to put on floor 0, -1, and then skipped straight to floor -9, and then back up to -2.  Then all that empty space in between, I'm personally a bit lost as to what should be put on which floor. I know it's up to us, but I'm not sure why we had to skip so many floors if there's nothing to even put there.  A section about what should be put near what for efficiency would be nice.  [[User:Hesuchia|Hesuchia]] 18:44, 18 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=173476</id>
		<title>v0.34:Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Training&amp;diff=173476"/>
		<updated>2012-06-17T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;Hesuchia: Quick link to animal trainer for disambiguation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
''For information on training animals, see [[Animal trainer]].''&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
'''Sparring''' is a form of non-lethal melee [[combat]], led by the [[Militia captain]] in charge of the respective [[squad]], to train [[soldier]]s in their [[combat skill]]s in [[fortress mode]].  Sparring takes place at a [[barracks]]; on-duty soldiers will engage in training activities such as sparring and  [[observer|watching]] combat demonstrations while off-duty soldiers will primarily conduct [[combat drills|individual training drills]]. Training is a safe way to get experienced soldiers.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapon you wish for a squad to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.  When soldiers spar, they practice (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including [[shield]]s.  Your soldiers will put on their [[uniform]]s and grab their weapons once they are assigned equipment in a squad (and don't have any other civilian jobs). &lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to spar. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery the [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a barracks. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civilian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train. To change the number of dwarves assigned to train in a squad, open the {{k|m}}ilitary screen, go to the {{k|s}}chedule screen, then {{k|e}}dit the order for each month by pressing {{k|+}}{{k|*}}{{k|-}} or {{k|/}}  to change the minimum number of dwarves assigned for that month.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
#Lower the minimum required dwarves for the order to be equal or less than your squad&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your soldiers will continue to do jobs outside the military if they don't have a place to spar or an active schedule. [[Personality_trait|Motivated]] dwarves will also conduct individual training.  This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
* the dwarf is on break (dwarfs with no job do not go on individual combat drill)&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves are very unlikely to hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain wrestling move(s), namely throwing. A thrown dwarf will skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your wrestlers wear helmets.{{verify}} &amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt;  Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert requires a full 10 member squad. This can be changed from the [[Scheduling]] menu. If you have a dwarf die, remember that another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. &lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad thoughts from going on duty. Soldiers will get a bad thought if they don't have any civilian experience.  Having the wrong number assigned to train in a squad can also generate bad [[Thought|thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Training on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to let them fight stripped prisoners while heavily armored and carrying training weapons themselves. Keep in mind that a dwarf needs be attacked to increase his or her defensive skills up. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be far more efficient to set-up multiple small pits where dwarves can train one on one against disarmed prisoners.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
[[Archery]]&lt;br /&gt;
&lt;br /&gt;
[[Military]]&lt;br /&gt;
&lt;br /&gt;
[[Danger_room|Danger Room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Hesuchia</name></author>
	</entry>
</feed>