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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Iluxan</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-31T15:47:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=152669</id>
		<title>User:Iluxan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=152669"/>
		<updated>2011-08-28T05:04:25Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=152668</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=152668"/>
		<updated>2011-08-28T05:04:10Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8964</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8964"/>
		<updated>2008-02-22T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensual visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows some for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.169.33g''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DF Merge by Ikkonoishi ==&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allow you to compare even folders or just files and it highlight where lines are different so see what make files different. So that can see what you want merge into one file or not.&lt;br /&gt;
&lt;br /&gt;
Which is at http://winmerge.org/ to download it. [[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24975</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24975"/>
		<updated>2007-11-18T08:10:26Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough drinks. Oddly enough, drinks do not require water to make.&lt;br /&gt;
&lt;br /&gt;
== Getting Water from Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded.&lt;br /&gt;
&lt;br /&gt;
In order to do that, it is necessary to drop the ice block at least 1 floor.  The procedure is then to completely mine out the full area underneath the ice sheet (this will not produce a cave-in). Then, to go above the ice-sheet, and surround it with channels (removing its support). Finally, dig out channels all around the ice block on its own level.  This will drop the ice creating water underneath, instantly.&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2904</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2904"/>
		<updated>2007-11-18T05:29:10Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. &lt;br /&gt;
&lt;br /&gt;
==Caution!==&lt;br /&gt;
Wells are currently associated with a crash bug. Be sure to save frequently before and after building them. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
This seems to have been fixed - &amp;quot;fixed lockup from dry wells&amp;quot; [http://www.bay12games.com/dwarves/dev_now.html] {{ver|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
Wells require the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*[[Block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19630</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19630"/>
		<updated>2007-11-07T06:50:52Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
3D Links/Resources&lt;br /&gt;
* [http://people.scs.fsu.edu/~burkardt/data/3ds/3ds.html Sample 3DS files + interesting util]&lt;br /&gt;
* [http://www.tilemap.co.uk/mappy.php mappy editor] (see links at bottom)&lt;br /&gt;
* [http://www.devmaster.net/engines/index.php 3d engines list]&lt;br /&gt;
* [http://www.ogre3d.org/ Ogre3D] -&amp;gt; Also will need OIS for handling input.&lt;br /&gt;
** [http://www.ogre3d.org/wiki/index.php/Basic_Tutorial_1 basic tutorial]&lt;br /&gt;
** [http://www.ogre3d.org/docs/api/html/ Ogre API Reference]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19629</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19629"/>
		<updated>2007-11-07T04:17:54Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
3D Links/Resources&lt;br /&gt;
* [http://people.scs.fsu.edu/~burkardt/data/3ds/3ds.html Sample 3DS files + interesting util]&lt;br /&gt;
* [http://www.tilemap.co.uk/mappy.php mappy editor] (see links at bottom)&lt;br /&gt;
* [http://www.devmaster.net/engines/index.php 3d engines list]&lt;br /&gt;
* [http://www.ogre3d.org/ Ogre3D] -&amp;gt; Also will need OIS for handling input.&lt;br /&gt;
** [http://www.ogre3d.org/wiki/index.php/Basic_Tutorial_1 basic tutorial]&lt;br /&gt;
** [http://www.ogre3d.org/wiki/index.php/Intermediate_Tutorial_4#ManualObjects tutorial for objects]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19628</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19628"/>
		<updated>2007-11-07T04:16:42Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
3D Links/Resources&lt;br /&gt;
* [http://people.scs.fsu.edu/~burkardt/data/3ds/3ds.html Sample 3DS files + interesting util]&lt;br /&gt;
* [http://www.tilemap.co.uk/mappy.php mappy editor] (see links at bottom)&lt;br /&gt;
* [http://www.devmaster.net/engines/index.php 3d engines list]&lt;br /&gt;
* [http://www.ogre3d.org/ Ogre3D] -&amp;gt; Also will need OIS for handling input.&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19627</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19627"/>
		<updated>2007-11-07T03:46:27Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
3D Links/Resources&lt;br /&gt;
* [http://people.scs.fsu.edu/~burkardt/data/3ds/3ds.html Sample 3DS files + interesting util]&lt;br /&gt;
* [http://www.tilemap.co.uk/mappy.php mappy editor] (see links at bottom)&lt;br /&gt;
* [http://www.devmaster.net/engines/index.php 3d engines list]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19626</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19626"/>
		<updated>2007-11-07T03:28:19Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
3D Links/Resources&lt;br /&gt;
* [http://people.scs.fsu.edu/~burkardt/data/3ds/3ds.html Sample 3DS files + interesting util]&lt;br /&gt;
* [http://www.tilemap.co.uk/mappy.php mappy editor] (see links at bottom)&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19625</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19625"/>
		<updated>2007-11-07T01:49:04Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
3D Links/Resources&lt;br /&gt;
* [http://people.scs.fsu.edu/~burkardt/data/3ds/3ds.html Sample 3DS files + interesting util]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=34</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=34"/>
		<updated>2007-11-06T08:07:25Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#00f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''The new Dwarf Fortress version has been released!'''&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;Please ensure that all information added is ''accurate for the new version''. The [http://archive.dwarffortresswiki.net/index.php/Main_Page archive of the old wiki] is still available.&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious hordes of [[elephants]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | * [[Your first fortress]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (older)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2669677 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=38984 Penny-Arcade Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [http://archive.dwarffortresswiki.net Old Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://dwarffortress.free.fr/modules/news/ The French Wiki ], [http://band-chukei.ddo.jp/df/ The Japanese Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=33</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=33"/>
		<updated>2007-11-06T08:06:10Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#00f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''The new Dwarf Fortress version has been released!'''&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;Please ensure that all information added is ''accurate for the new version''. The [http://archive.dwarffortresswiki.net/index.php/Main_Page archive of the old wiki] is still available.&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious hordes of [[elephants]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Quickstart guide]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | [[Your first fortress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|}&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
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| [[Cheating]]&lt;br /&gt;
|}&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10962</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10962"/>
		<updated>2007-11-06T07:20:53Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
====Interface Information====&lt;br /&gt;
&lt;br /&gt;
You can discern alot of information by scrolling through the various modes .  The interface has six modes which you cycle through by pressing {{k|TAB}}.  In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle.  Look at the example picture again.  Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area:  You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
====Location, Location, Location====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!!!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
====Fortress Size====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. Give a reason for changing it. --~~~ --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] will bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* [[Miner]]/[[Mason]]&lt;br /&gt;
* [[Woodcutter]]/[[Carpenter]]&lt;br /&gt;
* [[Grower]]/[[Herbalist]]&lt;br /&gt;
* [[Mechanic]]/[[Building designer]]&lt;br /&gt;
* [[Fisherdwarf]]/[[Fish cleaner]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[money]]. Rather, valuble goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. (200☼ total)&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 832☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 132☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Set up basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Set up a [[Farming|farm]].&lt;br /&gt;
* Set up [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners.&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an &amp;quot;upwards stairway&amp;quot; on the tile directly beneath the downwards stairs. An &amp;quot;up/down stairway&amp;quot; works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into three logs.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
* At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
* Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
* Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
* Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19624</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19624"/>
		<updated>2007-11-05T01:16:13Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: /* Map Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| This is '''not''' a '''flags''' structure&lt;br /&gt;
&lt;br /&gt;
0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19623</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19623"/>
		<updated>2007-11-05T00:04:14Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;br /&gt;
&lt;br /&gt;
==Map Block==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;005Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| (&amp;quot;Type&amp;quot;)&lt;br /&gt;
| &amp;lt;Rick&amp;gt; 0x20 / 32 is 'open space'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0260h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Designation&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 200h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 9&lt;br /&gt;
| Hidden&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 400000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 22&lt;br /&gt;
| Damp?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 28&lt;br /&gt;
| Mossy&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0660h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
Is probably flags?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 40h&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 6&lt;br /&gt;
| Muddy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80000000h&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 31&lt;br /&gt;
| Snow-covered&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0A60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 * 16 * 16&lt;br /&gt;
| list of bytes&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4 * 16 * 16&lt;br /&gt;
| list of longs&lt;br /&gt;
| Pathfinding&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1160h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1360h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1560h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #1&lt;br /&gt;
| 10100 or above counts as 'Warm'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1760h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Temperature #2&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1960h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1B60h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 * 16 * 16&lt;br /&gt;
| list of shorts&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13296</id>
		<title>40d:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13296"/>
		<updated>2007-11-04T22:41:51Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outpost liaisons are diplomats sent by the Mountainhomes. They arrive together with the dwarven [[caravan]] somewhere in the [[autumn]], escorted by an [[axedwarf]].&lt;br /&gt;
&lt;br /&gt;
Outpost liaisons make possible to order specific goods from the mountainhomes that would be sent in the next autumn. They will only talk with your [[expedition leader]]; if he is dead, then you must assign a new one before the liaison arrives or he will leave without a [[meeting]].&lt;br /&gt;
&lt;br /&gt;
To conduct a meeting with the liaison your expedition leader should be available. If he is too busy the liaison will remain in the fortress for a long time, and it can become insane. To avoid this, after trading with the caravan, uncheck any job assignements of the expedition leader, and he will be available to do the meeting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19622</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19622"/>
		<updated>2007-11-04T22:05:50Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;br /&gt;
[http://pipboy.us/~rick/df/v0.27.169.33a/source/reveal/ Reveal source]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19621</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19621"/>
		<updated>2007-11-04T22:00:55Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;br /&gt;
&lt;br /&gt;
==v0.27.169.33a==&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19620</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19620"/>
		<updated>2007-11-04T21:59:18Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources:&lt;br /&gt;
* [[Memory_hacking|Main memory hacking page]]&lt;br /&gt;
* [[User:Rick/Memory_research|Rick's Memory research page]]&lt;br /&gt;
&lt;br /&gt;
How to find the first memory offset in a new version?&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=19618</id>
		<title>User:Iluxan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=19618"/>
		<updated>2007-11-04T21:58:08Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Researching [[User:Iluxan/Memory_research|memory stuff]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19619</id>
		<title>User:Iluxan/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan/Memory_research&amp;diff=19619"/>
		<updated>2007-11-04T21:57:38Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: New page: How to find the first memory offset in a new version?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to find the first memory offset in a new version?&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=19617</id>
		<title>User:Iluxan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=19617"/>
		<updated>2007-11-04T21:57:20Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Researching [[User:Iluxan/Memory_research]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=19616</id>
		<title>User:Iluxan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Iluxan&amp;diff=19616"/>
		<updated>2007-11-04T21:57:02Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: New page: Researching memory stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Researching [[memory stuff]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10139</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10139"/>
		<updated>2007-11-03T23:44:54Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: /* Stockpile categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This article has been copypasted from the old wiki, and may be inaccurate.'''&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where dwarves will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them.&lt;br /&gt;
&lt;br /&gt;
=== Allocating stockpiles === &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Using stockpiles ===&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another dwarf. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for gems, your [[jeweller]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
=== Using bins and barrels ===&lt;br /&gt;
&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of stockpile room. You can consolidate stockpile space by building [[bin]]s and [[barrel]]s that can hold many items at once. [[Barrel]]s store and preserve [[food]] and [[drink]]; [[bin]]s can store many types of smaller items, such as [[finished goods]], [[metal]] bars, [[ammo]], or [[gems]]. Building a steady supply of containers helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{key|q}} → {{key|C}} and {{key|q}} → {{key|V}}. For barrels, {{key|E}} and {{key|R}} are used instead of {{key|C}} and {{key|V}}. By default, bins are used in Bar/Block, Ammo, Gems, Finished Goods, Cloth and Leather stockpiles, and barrels are used in Food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize. To access this stockpile feature, use the {{key|q}} menu and move to the stockpile in question.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a task that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{key|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing [[alcohol]] (which will keep your dwarves happy and alert) and [[potash]] (which can be used as fertilizer to increase plant stack size), they do not have to be located on a furniture stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at Furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
=== Take from a stockpile ===&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and confusingly the right hand menu will empty out. Don't worry, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile.&lt;br /&gt;
&lt;br /&gt;
Taking from a stockpile can only happen one way. Telling stockpile #4 to take from #13 will stop #13 from taking from #4. This is probably a good thing, otherwise your dwarves will continuously move items between the two stockpiles. To be truly evil though, you can introduce a third stockpile, at which point #4 taking from #12, #12 taking from #13, and #13 taking from #4, is perfectly valid.&lt;br /&gt;
&lt;br /&gt;
One stockpile can be set to take from any number of other stockpiles, so in theory it is possible to construct supply chains of material. For example, you may have a small stone stockpile next to some mason's workshops, and a much bigger 'central' stone stockpile. Using this feature, you can get your dwarves to keep the workshop stockpile filled from the central stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile categories ===&lt;br /&gt;
&lt;br /&gt;
;[[Ammo]]&lt;br /&gt;
:This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use bins to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow arrows and blowdarts.&lt;br /&gt;
&lt;br /&gt;
;Animal&lt;br /&gt;
:Animals stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty cages are also stored here.&lt;br /&gt;
&lt;br /&gt;
;Armor&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts.&lt;br /&gt;
&lt;br /&gt;
;[[Bar]]/[[Block]]&lt;br /&gt;
:Bars of smelted metal and blocks of cut stone are kept here after being processed by the smelter and mason's workshops, before being used for other purposes. Weirdly, ashes, potash, charcoal, and coke from the wood furnace, ashery, and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. Bins can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
;[[Cloth]]&lt;br /&gt;
:Woven cloth and thread from the loom is stored here. Bins can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
;[[Coins]]&lt;br /&gt;
:Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
;Finished Goods&lt;br /&gt;
:Finished goods created by the craftsdwarf's workshop, as well as the clothes maker's shop and the leather works, are placed here before being used in trade or other uses. This type of stockpile can use bins to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
;[[Food]]&lt;br /&gt;
:As one would assume based on the name, food is stored here. Unexpectedly, though, tallow, lye, giant desert scorpion venom, and liquid fire are as well. Up to 10 food items may be stored in a barrel (and the stack +Cow meat roast [8]+ would count as eight items). Fresh [[fish]] and animals are brought here before being processed by the butchery and fishery and turned into raw meats. The raw meat is then brought to the kitchen for cooking. Note that prepared food stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
:Food stockpiles should in most cases be specified as things like seed stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
;[[Furniture]] Storage&lt;br /&gt;
:Completed items from the carpenter's workshop, mason's workshop, and mechanic's workshop will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.&lt;br /&gt;
&lt;br /&gt;
;[[Gem]]&lt;br /&gt;
:This stockpile stores gems, both cut and uncut, before being used in a construction. It can use bins to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
;[[Graveyard]]&lt;br /&gt;
:Dead dwarves and pets that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but bones will not removed at the end of the season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Leather]]&lt;br /&gt;
:Leather, which is produced at a Tanner's Shop, will be kept here. Like most stockpiles that use bins, it can use bins to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
;[[Refuse]]&lt;br /&gt;
:Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a cave, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside your cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will generate a small unhappy thought in any dwarf passing through it. Bones and shells are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
;[[Stone]]&lt;br /&gt;
:Rough stone will be stored here, as well as ore. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, if the hauling is ever completed, meaning that the player may want to create several stone stockpiles, or possibly one giant one. It is a good idea to position these stockpiles close to your mason's workshop or your mechanic's workshop. An alternative option is to merely make a small stockpile near your masons and leave stones where they lie, eliminating dwarves running around carrying stone all the time. This can have the effect of blocking expandable types of construction if there is not enough space around to move the stones into. Some dwarves regard the existence of stone stockpiles as a sign of divine displeasure, cursing dwarves to scurry around the fortress carrying rock to and fro for all eternity. To avoid stone hauling when you don't want it, set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
;[[Weapon]]s&lt;br /&gt;
:Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. Bins can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
;[[Wood]]&lt;br /&gt;
:Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Given the relative scarcity of trees, a wood stockpile need not be too large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, ect, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw turtle, mechanisms and all stone types apart from onyx if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}.&lt;br /&gt;
&lt;br /&gt;
'''Stockpile Settings'''&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be avaliable.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&amp;lt;br&amp;gt;&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Categories - Item type'''&amp;lt;br&amp;gt;&lt;br /&gt;
Animals - Empty cages and Empty animal traps&amp;lt;br&amp;gt;&lt;br /&gt;
Food  - Prepared food&amp;lt;br&amp;gt;&lt;br /&gt;
Furniture - Sand bag&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons - Local and Foreign&amp;lt;br&amp;gt;&lt;br /&gt;
Armor - Local and Foreign&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bone and shell, and then an indoor pile near to your craftdwarf's workshop that will '''only''' accept these things. That way, once all the meat has rotted off of any carcases outside, the bones will be brought in for processing rather than disappearing at the end of the season. While this strategy can be useful, it only works if you have set the option for dwarves to gather refuse from outside. Otherwise, the dwarves will ignore the bones in the outside stockpile. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
This feature is probably most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the kitchens, your floodgates and mechanisms near the rooms that need statues and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2618</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2618"/>
		<updated>2007-11-03T23:38:13Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: Undo revision 5073 by Iluxan (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stone is the material that is left behind after [[Mining]].  Some mineable layers, however, do not leave behind stone.  These fall into the [[Soil]] category.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stone is divided into three key categories:&lt;br /&gt;
# [[Metal ore]]: stone that produces metal bars when [[Smelter|smelting]].&lt;br /&gt;
# [[Economic stone]]: [[coal]] and stone that is used as a [[flux]] or has other desirable features.&lt;br /&gt;
# Other stone: stone that is used for structures and has no special features other than color.&lt;br /&gt;
&lt;br /&gt;
In the '''metal ore''' category:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the '''economic stone''' category:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]&lt;br /&gt;
| [[Lignite]]&lt;br /&gt;
| [[Calcite]]&lt;br /&gt;
| [[Limestone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]&lt;br /&gt;
| [[Chalk]]&lt;br /&gt;
| [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the '''other stone''' category:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]&lt;br /&gt;
| [[Cobaltite]]&lt;br /&gt;
| [[Gypsum]]&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
| [[Jet]]&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
| [[Brimstone]]&lt;br /&gt;
| [[Kimberlite]]&lt;br /&gt;
| [[Realgar]]&lt;br /&gt;
| [[Orpiment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]&lt;br /&gt;
| [[Marcasite]]&lt;br /&gt;
| [[Sylvite]]&lt;br /&gt;
| [[Cryolite]]&lt;br /&gt;
| [[Periclase]]&lt;br /&gt;
| [[Ilmenite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]&lt;br /&gt;
| [[Chromite]]&lt;br /&gt;
| [[Pyrolusite]]&lt;br /&gt;
| [[Pitchblende]]&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
| [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]&lt;br /&gt;
| [[Hornblende]]&lt;br /&gt;
| [[Kaolinite]]&lt;br /&gt;
| [[Serpentine]]&lt;br /&gt;
| [[Orthoclase]]&lt;br /&gt;
| [[Microcline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
| [[Satinspar]]&lt;br /&gt;
| [[Anhydrite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]&lt;br /&gt;
| [[Raw adamantine]]&lt;br /&gt;
| [[Sandstone]]&lt;br /&gt;
| [[Siltstone]]&lt;br /&gt;
| [[Mudstone]]&lt;br /&gt;
| [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]&lt;br /&gt;
| [[Rock salt]]&lt;br /&gt;
| [[Conglomerate]]&lt;br /&gt;
| [[Flint]]&lt;br /&gt;
| [[Chert]]&lt;br /&gt;
| [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]&lt;br /&gt;
| [[Gabbro]]&lt;br /&gt;
| [[Rhyolite]]&lt;br /&gt;
| [[Basalt]]&lt;br /&gt;
| [[Andesite]]&lt;br /&gt;
| [[Felsite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]&lt;br /&gt;
| [[Quartzite]]&lt;br /&gt;
| [[Slate]]&lt;br /&gt;
| [[Phyllite]]&lt;br /&gt;
| [[Schist]]&lt;br /&gt;
| [[Gneiss]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2617</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2617"/>
		<updated>2007-11-03T23:37:10Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stone is the material that is left behind after [[Mining]].  Some mineable layers, however, do not leave behind stone.  These fall into the [[Soil]] category.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stone is divided into three key categories:&lt;br /&gt;
# [[Metal ore]]: stone that produces metal bars when [[Smelter|smelting]].&lt;br /&gt;
# [[Economic stone]]: [[coal]] and stone that is used as a [[flux]] or has other desirable features.&lt;br /&gt;
# Other stone: stone that is used for structures and has no special features other than color.&lt;br /&gt;
&lt;br /&gt;
In the '''metal ore''' category:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the '''economic stone''' category:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]&lt;br /&gt;
| [[Lignite]]&lt;br /&gt;
| [[Calcite]]&lt;br /&gt;
| [[Limestone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]&lt;br /&gt;
| [[Chalk]]&lt;br /&gt;
| [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the '''other stone''' category:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]&lt;br /&gt;
| [[Cobaltite]]&lt;br /&gt;
| [[Gypsum]]&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
| [[Jet]]&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
| [[Brimstone]]&lt;br /&gt;
| [[Kimberlite]]&lt;br /&gt;
| [[Realgar]]&lt;br /&gt;
| [[Orpiment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]&lt;br /&gt;
| [[Marcasite]]&lt;br /&gt;
| [[Sylvite]]&lt;br /&gt;
| [[Cryolite]]&lt;br /&gt;
| [[Periclase]]&lt;br /&gt;
| [[Ilmenite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]&lt;br /&gt;
| [[Chromite]]&lt;br /&gt;
| [[Pyrolusite]]&lt;br /&gt;
| [[Pitchblende]]&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
| [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]&lt;br /&gt;
| [[Hornblende]]&lt;br /&gt;
| [[Kaolinite]]&lt;br /&gt;
| [[Serpentine]]&lt;br /&gt;
| [[Orthoclase]]&lt;br /&gt;
| [[Microcline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
| [[Satinspar]]&lt;br /&gt;
| [[Anhydrite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]&lt;br /&gt;
| [[Raw adamantine]]&lt;br /&gt;
| [[Sandstone]]&lt;br /&gt;
| [[Siltstone]]&lt;br /&gt;
| [[Mudstone]]&lt;br /&gt;
| [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]&lt;br /&gt;
| [[Rock salt]]&lt;br /&gt;
| [[Conglomerate]]&lt;br /&gt;
| [[Flint]]&lt;br /&gt;
| [[Chert]]&lt;br /&gt;
| [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]&lt;br /&gt;
| [[Gabbro]]&lt;br /&gt;
| [[Rhyolite]]&lt;br /&gt;
| [[Basalt]]&lt;br /&gt;
| [[Andesite]]&lt;br /&gt;
| [[Felsite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]&lt;br /&gt;
| [[Quartzite]]&lt;br /&gt;
| [[Slate]]&lt;br /&gt;
| [[Phyllite]]&lt;br /&gt;
| [[Schist]]&lt;br /&gt;
| [[Gneiss]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrite]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10932</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10932"/>
		<updated>2007-11-03T06:00:57Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: /* Beginning the Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first fortress, and teach them the basics of keeping their dwarves alive.&lt;br /&gt;
Above all else, always remember the Dwarf Fortress motto: ''&amp;quot;Losing is fun!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Setting up ==&lt;br /&gt;
&lt;br /&gt;
Try to pick a [[location]] that has trees and a river, brook or stream running through it. Avoid areas with extreme temperatures, and areas with the [[sinister]]/[[haunted]]/[[terrifying]] descriptions.&lt;br /&gt;
&lt;br /&gt;
A good suggestion for your starting dwarves' skills (all skills are Proficient): &amp;lt;!-- total points=2060 --&amp;gt;&lt;br /&gt;
* [[Miner]]/[[Mason]]                &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Miner]]/[[Mason]]                &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Woodcutter]]/[[Carpenter]]       &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Grower]]/[[Herbalist]]           &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Mechanic]]/[[Building designer]] &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Fisherdwarf]]/[[Fish cleaner]]   &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
You can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
&lt;br /&gt;
Suggested items you should take along:&lt;br /&gt;
* Two copper [[pickaxe]]s. The material doesn't affect mining speed. &amp;lt;!-- 40 --&amp;gt;&lt;br /&gt;
* A [[battle axe]], for woodcutting.  Drafting the woodcutter in an emergency also gives your woodcutter the ability to defend your fortress against wild animals. &amp;lt;!-- 300 --&amp;gt;&lt;br /&gt;
* Two [[dog]]s. Gender alternates, so you will get one male and one female if you bring two.  Dogs are excellent early defense systems and can be trained into more powerful war dogs. &amp;lt;!-- 32 --&amp;gt;&lt;br /&gt;
* [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices.&lt;br /&gt;
* 100 pieces of any variety of [[meat]] worth 2 points apiece. &amp;lt;!-- 200 --&amp;gt;&lt;br /&gt;
* 100 drinks of [[alcohol]], which will be stored in 20 barrels free of charge. &amp;lt;!-- 200 --&amp;gt;&lt;br /&gt;
* 25 [[plump helmet spawn]]. &amp;lt;!--  25 --&amp;gt;&lt;br /&gt;
* 10 [[pig tail]] seeds.     &amp;lt;!--  10 --&amp;gt;&lt;br /&gt;
* 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar cheating. &amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
* Whatever else you feel like using any leftover points. The anvil is not recommended, as it costs 1000 points (=500 meat, 63 dogs, 333 logs, or etc) and the dwarven caravan will bring an anvil in the first autumn (if you request an anvil in the request screen, they'll bring more in other autumns).&lt;br /&gt;
&lt;br /&gt;
==Beginning the Fortress==&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
*Dig secure lodgings.&lt;br /&gt;
*Set up basic [[workshop]]s.&lt;br /&gt;
*Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
*Set up a [[farm]].&lt;br /&gt;
*Set up [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
*First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
*To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|SHIFT}} key. To view different elevations, or &amp;quot;Z-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|SHIFT}} + {{k|,}} or {{k|.}}.) &lt;br /&gt;
*To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. (Check out more information on [[hotkeys]] such as this.)&lt;br /&gt;
*You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}}. The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are.&lt;br /&gt;
*To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s, and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
*Start digging out a room as the start of your fortress. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you should dig downward using [[stair]]s or [[ramp]]s until you find rock, and mine the room out of that. You'll need the rock for construction. &lt;br /&gt;
*To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate either an &amp;quot;upwards stairway&amp;quot; or an &amp;quot;up/down stairway&amp;quot; on the tile directly beneath the downwards stairs. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
*Outdoors by the wagon, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
*Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into 3 logs.&lt;br /&gt;
*Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
*Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
*At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
*Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
*At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
*Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
*You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
*To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
*Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
*Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
*You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
*Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
*Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
*Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
==What Next?==&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
*Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
*Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
*Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
*Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
*Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
*Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
*Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
*Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
*Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11338</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11338"/>
		<updated>2007-11-03T05:35:41Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress Starter Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
This quick and cheerful guide aims to help those of you brave enough to tackle this game over the first few hurdles that it presents.&lt;br /&gt;
&lt;br /&gt;
Before we start, I must stress that this game can get very complicated very fast, and you may get overwhelmed at multiple points. Don't give up, you'll get the hang of it eventually. Focus on getting food and shelter first, and you'll have plenty of time to take the rest of the game slowly.&lt;br /&gt;
&lt;br /&gt;
=== Aim of the game ===&lt;br /&gt;
&lt;br /&gt;
The basic premise of the game is to build, with the help of your starting seven dwarves and any children or immigrants, a successful, prosperous fortress. By keeping up with the needs of your dwarves, they will gladly do anything you ask and soon your fortress will be magnificent (if it all goes well).&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
&lt;br /&gt;
Your dwarves need food, drink and a bed generally, so these will be your first objectives. However, when you start, your dwarves are just sitting on the surface of your newly generated world, so we have to get them under the earth, where they belong. The new version of Dwarf Fortress implements a whole new way of digging, the Z-Axis. Using this, you can not only dig sideways, but downwards and upwards as well. Press [d] to open the [[designation panel]], and you'll be greeted by a lot of possible designations. Firstly, choose &amp;quot;Downwards Stairway&amp;quot;. Using your mouse, click somewhere on the screen to place it. Then, press Shift+. [&amp;gt;] Your view will then change, showing blackness, with periodic grey %,. signs.  You just went down a z-level. Think of it as going one level down. You should see that underneath the downwards stairway you placed just a second ago, there will be a grey block. Go back into the [d] menu, and select &amp;quot;Upwards Stairway&amp;quot;. Click in the grey block to place it, and the two stairways will link up. Press [&amp;lt;] (To go up a z-level) and then [Space] and your miner dwarf will run over and dig the stairways. Once the stairs are built, you can continue to build. Using [d] again, designate an area no larger than 7x7 squares away next to the stairs on your first -z level for mining. Make sure that the mining designation is connected to an open room or space, or else the dwarves will not be able to mine. The area you designated for mining should turn yellow, and when you hit [Space] again, your mining dwarf/s will hurry to mine out the selected area. This is the basic skill in Dwarf Fortress, being able to dig.&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|While this page has some good general information, a much more detailed introduction can be found at the [[Your first fortress]] page.}}&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
All of your dwarves' possessions are on the wagons on the surface, including food, seeds, equipment and anything else you brought. Storing food inside is a good idea, so hit [p] to open the stockpile menu, then hit [f] for food. Move the keyboard over to the start corner of a big room, hit enter, then move to the other corner, hitting enter again will place the pile, and your dwarves should begin hauling food to it immediately.&lt;br /&gt;
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You should also make a [p][w] wood and refuse pile outside.&lt;br /&gt;
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Stone is dug out of the earth itself, while wood is collected from trees (usually outside). To designate trees to be cut, open the [d] menu, and select [t] for trees, then drag a box around the trees you want felled.&lt;br /&gt;
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=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Next up: Constructing buildings and objects. You can place many buildings (almost all 3x3) that carry out various tasks from making food to carving stone, smelting ore to generating power.&lt;br /&gt;
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Hit [b]uild menu, and then [w]orkshop. You'll be seeing the build menu often as you build and expand your fortress. Build a mason's and a carpenter's workshop, so that you can craft stone and wood that you collect. Your dwarves should begin construction reasonably quickly.&lt;br /&gt;
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You may need to reassign dwarves to other jobs in order to get them to do something (build, work at certain workshop, move something etc). Hit [v] to view dwarves, and scroll until you find one. The [g]eneral panel will show name, skills and current actions. Change to [p]references and [l]abour. This is where you change what tasks the dwarf will carry out. Use the [+] and [-] keys to scroll down to masonry and enable it with the enter button, to allow this dwarf to use the masons workshop.&lt;br /&gt;
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Building items: hit [q] to search buildings and move your cursor to the masons workshop. [a] will add a new task, and hit [d] for door. Space to un-pause, and the mason should grab a rock and set about building you a door. When he is done, you can place this via the [b]uild menu ([d]oor). Note that there are some buildings that [q] doesn't work with. Use [t] for these instead.&lt;br /&gt;
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Beds are constructed in the same way ([b] on the build menu), but can only be made from wood in the carpenters workshop.&lt;br /&gt;
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=== Food and drink ===&lt;br /&gt;
&lt;br /&gt;
Food is sometimes difficult to get right. There are many ways to provide food for your dwarves, be it butchering animals from hunting or slaughtering your own, farming, fishing, trading etc, but the most reliable way is to farm. The new version of the game added the ability to farm certain plants/crops outside your fortress, aswell as inside. There are many guides on farming, so I won't go into it here, but sufficed to say, you build farm plots with [b]uild [p]lot on either soil (clay, loam, sand, etc) or rock that has been muddied by water, and once it is built by your farmers, select [q] and choose the seed type. Plump helmet is the best choice just now. As seeding is seasonal, you might want to choose ahead of time. [a], [b], [c] and [d] choose spring, summer, autumn and winter. Just choose the seed type for each season.&lt;br /&gt;
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Drink is created from the still with crops grown in the fields. Drink is good, as it increases dwarf efficiency. Water is attained in a number of different ways. If your map has a river or brook on it, dwarves will automatically go to it to drink. If this is not the case, hope that there is a lake or pond on the surface of your map, or else it will be a while before you get access to water. I hope you brought lots of drink with you.&lt;br /&gt;
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Well, that is the basics of Dwarf Fortress. What you want to do now is set up a steady supply of food, keep digging downwards and along, and make sure you are prepared for winter. Expect a trade [[caravan]] to come to your fortress just before winter, so make sure you build a trade depot. Oh, and you could get a group of 5-12 dwarves arriving before winter as well, so make sure you have enough food to feed everyone.&lt;br /&gt;
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Good luck.&lt;br /&gt;
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Other points of interest&lt;br /&gt;
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* [z] will give you an overview of your fortress, and will allow you to select animals for slaughter (just hit enter when the word &amp;quot;Animals&amp;quot; at the top is highlighted).&lt;br /&gt;
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* [u] gives you information on individual dwarves and their current tasks.&lt;br /&gt;
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* You can use the mouse to designate areas (mine, trees, etc), and right-clicking gives a new scroll option.&lt;br /&gt;
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* To exit the game, you must save first, and it will automatically move you to the start screen again.&lt;br /&gt;
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* If you want to look at something, use [q], [t], [k], or [v]. [q] and [t] looks at buildings and other constructions, and depending on the structure, will let you change the build queue, look at the contents of the building, destroy the building, or let you toggle settings on doors and such.&lt;br /&gt;
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* [k] will show individual items in a tile, and [v] shows individual dwarves and other creatures. In any combat you will find it easier to keep track on what's going on by pressing [v] to select creatures and [w] to look at their wounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10928</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10928"/>
		<updated>2007-11-03T05:25:31Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: /* Beginning the Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first fortress, and teach them the basics of keeping their dwarves alive.&lt;br /&gt;
Above all else, always remember the Dwarf Fortress motto: ''&amp;quot;Losing is fun!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Setting up ==&lt;br /&gt;
&lt;br /&gt;
Try to pick a [[location]] that has trees and a river, brook or stream running through it. Avoid areas with extreme temperatures, and areas with the [[sinister]]/[[haunted]]/[[terrifying]] descriptions.&lt;br /&gt;
&lt;br /&gt;
A good suggestion for your starting dwarves' skills (all skills are Proficient): &amp;lt;!-- total points=2060 --&amp;gt;&lt;br /&gt;
* [[Miner]]/[[Mason]]                &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Miner]]/[[Mason]]                &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Woodcutter]]/[[Carpenter]]       &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Grower]]/[[Herbalist]]           &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Mechanic]]/[[Building designer]] &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
* [[Fisherdwarf]]/[[Fish cleaner]]   &amp;lt;!-- 70 --&amp;gt;&lt;br /&gt;
You can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
&lt;br /&gt;
Suggested items you should take along:&lt;br /&gt;
* Two copper [[pickaxe]]s. The material doesn't affect mining speed. &amp;lt;!-- 40 --&amp;gt;&lt;br /&gt;
* A [[battleaxe]], for woodcutting. &amp;lt;!-- 300 --&amp;gt;&lt;br /&gt;
* Two [[dog]]s. Gender alternates, so you will get one male and one female if you bring two. &amp;lt;!-- 32 --&amp;gt;&lt;br /&gt;
* It is not recommended that you bring any cats, as they are rather useless and can cause a lot of lag.&lt;br /&gt;
* 100 2-point [[meat]].      &amp;lt;!-- 200 --&amp;gt;&lt;br /&gt;
* 100 [[alcohol]].           &amp;lt;!-- 200 --&amp;gt;&lt;br /&gt;
* 25 [[plump helmet]] spawn. &amp;lt;!--  25 --&amp;gt;&lt;br /&gt;
* 10 [[pig tail]] seeds.     &amp;lt;!--  10 --&amp;gt;&lt;br /&gt;
* 10 [[rock nuts]], which are the most difficult crop to use but the one that gives the most food, bar cheating. &amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
* Whatever else you feel like using any leftover points. The anvil is not recommended, as it costs 1000 points (=500 meat, 63 dogs, 333 logs, or etc) and the dwarven caravan will bring an anvil in the first autumn (if you request an anvil in the request screen, they'll bring more in other autumns).&lt;br /&gt;
&lt;br /&gt;
==Beginning the Fortress==&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
*Dig secure lodgings.&lt;br /&gt;
*Set up basic [[workshop]]s.&lt;br /&gt;
*Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
*Set up a [[farm]].&lt;br /&gt;
*Set up [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
*First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
*To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|SHIFT}} key. To view different elevations, or &amp;quot;Z-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|SHIFT}} + {{k|,}} or {{k|.}}.) &lt;br /&gt;
*To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. (Check out more information on [[hotkeys]] such as this.)&lt;br /&gt;
*You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}}. The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are.&lt;br /&gt;
*To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s, and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
*Start digging out a room as the start of your fortress. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you should dig downward using [[stair]]s or [[ramp]]s until you find rock, and mine the room out of that. You'll need the rock for construction. &lt;br /&gt;
*To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate either an &amp;quot;upwards stairway&amp;quot; or an &amp;quot;up/down stairway&amp;quot; on the tile directly beneath the downwards stairs. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
*Outdoors by the wagon, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
*Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into 3 logs.&lt;br /&gt;
*Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
*Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
*At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
*Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
*At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
*Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
*You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
*To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
*Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
*Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
*You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
*Next you'll set up farming. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
*Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
*Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
==What Next?==&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
*Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
*Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
*Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
*Figure out a way to store some water underground by your fortress so that you'll have drinking water even if the surface pools freeze in the winter.&lt;br /&gt;
*Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
*Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
*Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
*Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
*Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
*Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and you can start building up a useful supply of bones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hotkeys&amp;diff=3534</id>
		<title>40d:Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hotkeys&amp;diff=3534"/>
		<updated>2007-11-03T04:17:40Z</updated>

		<summary type="html">&lt;p&gt;Iluxan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hotkeys are useful: they can help you keep track of where you are in the new z-axis world.&lt;br /&gt;
&lt;br /&gt;
To use a hotkey, simply press the corresponding {{k|F1}}-{{k|F9}} or {{k|Shift}}+{{k|F1}}...{{k|F9}}&lt;br /&gt;
&lt;br /&gt;
To set a hotkey, enter the {{k|h}}otkey menu at the main menu to bring up the screen. You will then see a menu with all your current hotkeys. Move your screen to the 'view' you want to hotkey to, and then press the hotkey sequence you'd like to use for the location. This will get you to the right place on the menu. Then, press {{k|z}} and the hotkey will be all set up!&lt;br /&gt;
&lt;br /&gt;
Likewise, to change the name of a hotkey while in the hotkey menu, highlight the hotkey in question, then press {{k|n}}, then input a name and press {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
By default, the {{k|F1}} hotkey starts out set to the position of your wagon, with the name &amp;quot;Gate&amp;quot;. All other hotkeys are unselected, and have a generic name (&amp;quot;Hotkey2&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Iluxan</name></author>
	</entry>
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