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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-08T10:12:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=138607</id>
		<title>User:Immibis/Water reactor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=138607"/>
		<updated>2011-03-20T06:34:16Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Untested safer version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Dwarven Water Reactor design is based on the design of the same name on the [[Water wheel]] page.&lt;br /&gt;
It produces approximately 4 2/3 Urist McPowerUnits per Urist McCubicSpaceUnit. (a windmill farm will produce 1 1/9 or 2 2/9, depending on the map, making it 4.2 or 2.1 times as space-efficient).&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
w = waterwheel, channel underneath&lt;br /&gt;
* = gear assembly&lt;br /&gt;
| = horizontal axle (N/S)&lt;br /&gt;
= = horizontal axle (E/W)&lt;br /&gt;
- = horizontal axle (E/W), channel underneath&lt;br /&gt;
G = gear assembly, channel underneath&lt;br /&gt;
% = screw pump, input end&lt;br /&gt;
V^&amp;lt;&amp;gt; = screw pump, output end&lt;br /&gt;
. = floor&lt;br /&gt;
_ = channel&lt;br /&gt;
# = wall&lt;br /&gt;
&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
 ###    water input  ###&lt;br /&gt;
 #_# &amp;lt;- from above   #.#&lt;br /&gt;
################    ##.#############&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    #.#.#.#.#.#.#.#.&lt;br /&gt;
-=G=-=G=-=G=-=G=    .#.#.#.#.#.#.#.#&lt;br /&gt;
 w%w w|w w%w w|w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repetition ==&lt;br /&gt;
The design above can be repeated as many times as desired (possibly without adding extra inputs). Each repetition will produce a net 1344 units of power (1600 units produced, 256 units used). Build a wall at the far-right end, with a channel in the middle tile (at the end of the row of gear assemblies and axles)&lt;br /&gt;
&lt;br /&gt;
== Starting ==&lt;br /&gt;
The reactor needs at least 256 units of power to start (more if you repeated the design). This can be achieved by connecting an external source of power, or by the waterwheels running as water fills the machine. External power will most likely be required if there aren't enough water inputs. The machine will take some time to fully start, but the external power source can be removed once it is producing enough power to run itself.&lt;br /&gt;
&lt;br /&gt;
== Stopping ==&lt;br /&gt;
Good luck! Even if you drain the water from the machine and cut off the input, enough water will probably remain to keep it running for a long time, or even forever. The easiest way would be to attach a frozen gear assembly or axle, but if your map doesn't have ice you'll have to just pour magma on it and rebuild everything, unless you can waste enough power to bring everything to a halt.&lt;br /&gt;
&amp;lt;s&amp;gt;Another idea: Try filling the entire reactor with 7/7 water.&amp;lt;/s&amp;gt; Filling it with 7/7 water makes it run more efficiently :p&lt;br /&gt;
&lt;br /&gt;
== Untested safer version ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
################    ################&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    ##.#.#.#.#.#.##.&lt;br /&gt;
==G===G===G===G=    ................&lt;br /&gt;
 w%w w|w w%w w|w    ##.#.#.#.#.#.##.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The differences from the main design are:&lt;br /&gt;
* There should be no water flooding the central walkway.&lt;br /&gt;
* The central walkway doesn't have as many gaps in it.&lt;br /&gt;
* Water doesn't have to move diagonally in the central pipe. This means it will fill up a LOT faster, and can be filled from either end (or both).&lt;br /&gt;
* It might be possible to drain it, or it might not. If you used retracting bridges for the floor in the middle row of z-1, you would be able to drain it very easily.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I haven't tested this design yet. Use at your own risk.&amp;lt;/s&amp;gt; Tested it just now. The machine cannot be filled to 7/7 or it won't run, you want about 4 or 5 instead. It is perfectly safe, as intended, and dwarves can walk along the middle without drowning.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=138606</id>
		<title>User:Immibis/Water reactor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=138606"/>
		<updated>2011-03-20T05:18:56Z</updated>

		<summary type="html">&lt;p&gt;Immibis: minor mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Dwarven Water Reactor design is based on the design of the same name on the [[Water wheel]] page.&lt;br /&gt;
It produces approximately 4 2/3 Urist McPowerUnits per Urist McCubicSpaceUnit. (a windmill farm will produce 1 1/9 or 2 2/9, depending on the map, making it 4.2 or 2.1 times as space-efficient).&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
w = waterwheel, channel underneath&lt;br /&gt;
* = gear assembly&lt;br /&gt;
| = horizontal axle (N/S)&lt;br /&gt;
= = horizontal axle (E/W)&lt;br /&gt;
- = horizontal axle (E/W), channel underneath&lt;br /&gt;
G = gear assembly, channel underneath&lt;br /&gt;
% = screw pump, input end&lt;br /&gt;
V^&amp;lt;&amp;gt; = screw pump, output end&lt;br /&gt;
. = floor&lt;br /&gt;
_ = channel&lt;br /&gt;
# = wall&lt;br /&gt;
&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
 ###    water input  ###&lt;br /&gt;
 #_# &amp;lt;- from above   #.#&lt;br /&gt;
################    ##.#############&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    #.#.#.#.#.#.#.#.&lt;br /&gt;
-=G=-=G=-=G=-=G=    .#.#.#.#.#.#.#.#&lt;br /&gt;
 w%w w|w w%w w|w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repetition ==&lt;br /&gt;
The design above can be repeated as many times as desired (possibly without adding extra inputs). Each repetition will produce a net 1344 units of power (1600 units produced, 256 units used). Build a wall at the far-right end, with a channel in the middle tile (at the end of the row of gear assemblies and axles)&lt;br /&gt;
&lt;br /&gt;
== Starting ==&lt;br /&gt;
The reactor needs at least 256 units of power to start (more if you repeated the design). This can be achieved by connecting an external source of power, or by the waterwheels running as water fills the machine. External power will most likely be required if there aren't enough water inputs. The machine will take some time to fully start, but the external power source can be removed once it is producing enough power to run itself.&lt;br /&gt;
&lt;br /&gt;
== Stopping ==&lt;br /&gt;
Good luck! Even if you drain the water from the machine and cut off the input, enough water will probably remain to keep it running for a long time, or even forever. The easiest way would be to attach a frozen gear assembly or axle, but if your map doesn't have ice you'll have to just pour magma on it and rebuild everything, unless you can waste enough power to bring everything to a halt.&lt;br /&gt;
&amp;lt;s&amp;gt;Another idea: Try filling the entire reactor with 7/7 water.&amp;lt;/s&amp;gt; Filling it with 7/7 water makes it run more efficiently :p&lt;br /&gt;
&lt;br /&gt;
== Untested safer version ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
################    ################&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    ##.#.#.#.#.#.##.&lt;br /&gt;
==G===G===G===G=    ................&lt;br /&gt;
 w%w w|w w%w w|w    ##.#.#.#.#.#.##.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The differences from the main design are:&lt;br /&gt;
* There should be no water flooding the central walkway.&lt;br /&gt;
* The central walkway doesn't have as many gaps in it.&lt;br /&gt;
* Water doesn't have to move diagonally in the central pipe. This means it will fill up a LOT faster, and can be filled from either end (or both).&lt;br /&gt;
* It might be possible to drain it, or it might not. If you used retracting bridges for the floor in the middle row of z-1, you would be able to drain it very easily.&lt;br /&gt;
&lt;br /&gt;
I haven't tested this design yet. Use at your own risk.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=138605</id>
		<title>User:Immibis/Water reactor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=138605"/>
		<updated>2011-03-20T04:55:57Z</updated>

		<summary type="html">&lt;p&gt;Immibis: new design, untested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Dwarven Water Reactor design is based on the design of the same name on the [[Water wheel]] page.&lt;br /&gt;
It produces approximately 4 2/3 Urist McPowerUnits per Urist McCubicSpaceUnit. (a windmill farm will produce 1 1/9 or 2 2/9, depending on the map, making it 4.2 or 2.1 times as space-efficient).&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
w = waterwheel, channel underneath&lt;br /&gt;
* = gear assembly&lt;br /&gt;
| = horizontal axle (N/S)&lt;br /&gt;
= = horizontal axle (E/W)&lt;br /&gt;
- = horizontal axle (E/W), channel underneath&lt;br /&gt;
G = gear assembly, channel underneath&lt;br /&gt;
% = screw pump, input end&lt;br /&gt;
V^&amp;lt;&amp;gt; = screw pump, output end&lt;br /&gt;
. = floor&lt;br /&gt;
_ = channel&lt;br /&gt;
# = wall&lt;br /&gt;
&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
 ###    water input  ###&lt;br /&gt;
 #_# &amp;lt;- from above   #.#&lt;br /&gt;
################    ##.#############&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    #.#.#.#.#.#.#.#.&lt;br /&gt;
-=G=-=G=-=G=-=G=    .#.#.#.#.#.#.#.#&lt;br /&gt;
 w%w w|w w%w w|w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repetition ==&lt;br /&gt;
The design above can be repeated as many times as desired (possibly without adding extra inputs). Each repetition will produce a net 1344 units of power (1600 units produced, 256 units used). Build a wall at the far-right end, with a channel in the middle tile (at the end of the row of gear assemblies and axles)&lt;br /&gt;
&lt;br /&gt;
== Starting ==&lt;br /&gt;
The reactor needs at least 256 units of power to start (more if you repeated the design). This can be achieved by connecting an external source of power, or by the waterwheels running as water fills the machine. External power will most likely be required if there aren't enough water inputs. The machine will take some time to fully start, but the external power source can be removed once it is producing enough power to run itself.&lt;br /&gt;
&lt;br /&gt;
== Stopping ==&lt;br /&gt;
Good luck! Even if you drain the water from the machine and cut off the input, enough water will probably remain to keep it running for a long time, or even forever. The easiest way would be to attach a frozen gear assembly or axle, but if your map doesn't have ice you'll have to just pour magma on it and rebuild everything, unless you can waste enough power to bring everything to a halt.&lt;br /&gt;
&amp;lt;s&amp;gt;Another idea: Try filling the entire reactor with 7/7 water.&amp;lt;/s&amp;gt; Filling it with 7/7 water makes it run more efficiently :p&lt;br /&gt;
&lt;br /&gt;
== Untested safer version ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
################    ##.#############&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    ##.#.#.#.#.#.##.&lt;br /&gt;
==G===G===G===G=    ................&lt;br /&gt;
 w%w w|w w%w w|w    ##.#.#.#.#.#.##.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The differences from the main design are:&lt;br /&gt;
* There should be no water flooding the central walkway.&lt;br /&gt;
* The central walkway doesn't have as many gaps in it.&lt;br /&gt;
* Water doesn't have to move diagonally in the central pipe. This means it will fill up a LOT faster, and can be filled from either end (or both).&lt;br /&gt;
* It might be possible to drain it, or it might not. If you used retracting bridges for the floor in the middle row of z-1, you would be able to drain it very easily.&lt;br /&gt;
&lt;br /&gt;
I haven't tested this design yet. Use at your own risk.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=133778</id>
		<title>User:Immibis/Water reactor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Water_reactor&amp;diff=133778"/>
		<updated>2010-12-19T06:03:10Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Dwarven Water Reactor design is based on the design of the same name on the [[Water wheel]] page.&lt;br /&gt;
It produces approximately 4 2/3 Urist McPowerUnits per Urist McCubicSpaceUnit. (a windmill farm will produce 1 1/9 or 2 2/9, depending on the map, making it 4.2 or 2.1 times as space-efficient).&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
w = waterwheel, channel underneath&lt;br /&gt;
* = gear assembly&lt;br /&gt;
| = horizontal axle (N/S)&lt;br /&gt;
= = horizontal axle (E/W)&lt;br /&gt;
- = horizontal axle (E/W), channel underneath&lt;br /&gt;
G = gear assembly, channel underneath&lt;br /&gt;
% = screw pump, input end&lt;br /&gt;
V^&amp;lt;&amp;gt; = screw pump, output end&lt;br /&gt;
. = floor&lt;br /&gt;
_ = channel&lt;br /&gt;
# = wall&lt;br /&gt;
&lt;br /&gt;
z-level 0            z-level -1&lt;br /&gt;
&lt;br /&gt;
 ###    water input  ###&lt;br /&gt;
 #_# &amp;lt;- from above   #.#&lt;br /&gt;
################    ##.#############&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w*w#w^w#w*w#w^w    #.#.#.#.#.#.#.#.&lt;br /&gt;
 w|w w%w w|w w%w    #.#.#.#.#.#.#.#.&lt;br /&gt;
-=G=-=G=-=G=-=G=    .#.#.#.#.#.#.#.#&lt;br /&gt;
 w%w w|w w%w w|w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#wVw#w*w#wVw#w*w    #.#.#.#.#.#.#.#.&lt;br /&gt;
#w w#w w#w w#w w    #.#.#.#.#.#.#.#.&lt;br /&gt;
################    ################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repetition ==&lt;br /&gt;
The design above can be repeated as many times as desired (possibly without adding extra inputs). Each repetition will produce a net 1344 units of power (1600 units produced, 256 units used). Build a wall at the far-right end, with a channel in the middle tile (at the end of the row of gear assemblies and axles)&lt;br /&gt;
&lt;br /&gt;
== Starting ==&lt;br /&gt;
The reactor needs at least 256 units of power to start (more if you repeated the design). This can be achieved by connecting an external source of power, or by the waterwheels running as water fills the machine. External power will most likely be required if there aren't enough water inputs. The machine will take some time to fully start, but the external power source can be removed once it is producing enough power to run itself.&lt;br /&gt;
&lt;br /&gt;
== Stopping ==&lt;br /&gt;
Good luck! Even if you drain the water from the machine and cut off the input, enough water will probably remain to keep it running for a long time, or even forever. The easiest way would be to attach a frozen gear assembly or axle, but if your map doesn't have ice you'll have to just pour magma on it and rebuild everything, unless you can waste enough power to bring everything to a halt.&lt;br /&gt;
&amp;lt;s&amp;gt;Another idea: Try filling the entire reactor with 7/7 water.&amp;lt;/s&amp;gt; Filling it with 7/7 water makes it run more efficiently :p&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/RAM&amp;diff=127497</id>
		<title>User:Immibis/RAM</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/RAM&amp;diff=127497"/>
		<updated>2010-09-13T04:44:11Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;Please note that the content of this page is (currently) only an idea and has not been tested.&amp;lt;/s&amp;gt;&lt;br /&gt;
Update 04:44, 13 September 2010 (UTC): The main design (but not the control logic) has been tested with a prototype lever-controlled 2-bit RAM. Procedures for reading and writing have been updated to work around a bug in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Space-efficient Random Access Memory==&lt;br /&gt;
The basic idea is to have a grid of 1x1 cells that can hold some [[water]] (or [[magma]]). The specific cell to read/write would be selected by selecting the row and the column of the desired cell. This will require some complicated machinery to manage, however.&lt;br /&gt;
&lt;br /&gt;
The overall layout is like this:&lt;br /&gt;
 Z-1&lt;br /&gt;
 x x x x    x = wall&lt;br /&gt;
 x x x x    H = hatch&lt;br /&gt;
 x x x x    All the hatches in a single (horizontal) row are connected to one pressure plate&lt;br /&gt;
 x D D D    D = door for access&lt;br /&gt;
 x x x x    . = channel&lt;br /&gt;
 x x x x&lt;br /&gt;
 x x x x&lt;br /&gt;
 Z 0       Z+1&lt;br /&gt;
 xxxxxxx   xxxxxxx&lt;br /&gt;
 xHxHxHx   x.x.x.x&lt;br /&gt;
 xxDxDxD   xxxxxxx&lt;br /&gt;
 xHxHxHx   x.x.x.x&lt;br /&gt;
 xxxxxxx   xxxxxxx&lt;br /&gt;
 xHxHxHx   x.x.x.x&lt;br /&gt;
 xxDxDxD   xxxxxxx&lt;br /&gt;
continued for a while in each direction. To make Z+1 you probably want to build down-stairs on the channel tiles, up-stairs where the hatches will go, then remove the up-stairs.&lt;br /&gt;
&lt;br /&gt;
The number of rows must be a power of two, the number of columns doesn't have to be.&lt;br /&gt;
&lt;br /&gt;
The values would be stored in the cells on Z+1.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The &amp;quot;desired column&amp;quot; means the column containing the cell to be read/written.&lt;br /&gt;
* The &amp;quot;desired row&amp;quot; means the row containing the cell to be read/written.&lt;br /&gt;
* &amp;quot;Flood XXX to ZZ&amp;quot; means to flood the area up to and including the Z-level ZZ.&lt;br /&gt;
* &amp;quot;Drain XXX&amp;quot; means the area should not be flooded at all.&lt;br /&gt;
&lt;br /&gt;
To read a cell:&lt;br /&gt;
# Flood all columns except the desired column to Z0. Flood the desired column to Z-1.&lt;br /&gt;
# Open the hatches in the desired row.&lt;br /&gt;
# If the cell contains water, the water will flow onto a pressure plate on Z0 of the column (not shown in the diagram)&lt;br /&gt;
This is a destructive read, so the data must be rewritten afterwards.&lt;br /&gt;
&lt;br /&gt;
To write a 1 to a cell (ORDER IS IMPORTANT):&lt;br /&gt;
# Flood all columns to Z0.&lt;br /&gt;
# Open the hatches in the desired row.&lt;br /&gt;
# Flood the desired column to Z1.&lt;br /&gt;
# Water will flow into the cell, if it isn't already there.&lt;br /&gt;
&lt;br /&gt;
To write a 0 to a cell (ORDER IS IMPORTANT):&lt;br /&gt;
# Flood all columns except the desired column to Z0.&lt;br /&gt;
# Drain the desired column.&lt;br /&gt;
# Open the hatches in the desired row.&lt;br /&gt;
# Water will flow out of the cell, if it's there.&lt;br /&gt;
&lt;br /&gt;
==Memory controller==&lt;br /&gt;
Just another reminder: this is all theory and hasn't been tested.&lt;br /&gt;
&lt;br /&gt;
The controller described here requires a source of highly pressurized water. (From a pump or an infinite source, which should be a few z-levels higher than the machinery). Remember to be very careful!&lt;br /&gt;
&lt;br /&gt;
===Per-row machinery===&lt;br /&gt;
Each row needs a single pressure plate connected to all hatches along that row. The input to this part of the controller is a binary number indicating which row to select. Since the number of rows must be a power of two, this is easy:&lt;br /&gt;
 xxxxxx&lt;br /&gt;
 x.^&amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; xxx&lt;br /&gt;
 xxxx &amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; x&lt;br /&gt;
 x.^&amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; x xxx&lt;br /&gt;
 xxxxxx &amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; x&lt;br /&gt;
 x.^&amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; x x x&lt;br /&gt;
 xxxx &amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; x x&lt;br /&gt;
 x.^&amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; xxx xxx&lt;br /&gt;
 xxxxxx x # &amp;lt;-- pressurized water source&lt;br /&gt;
 x.^&amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; xxx xxx&lt;br /&gt;
 xxxx &amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; x x&lt;br /&gt;
 x.^&amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; x x x&lt;br /&gt;
 xxxxxx &amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; x&lt;br /&gt;
 x.^&amp;lt;span style='color: red'&amp;gt;#&amp;lt;/span&amp;gt; x xxx&lt;br /&gt;
 xxxx &amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; x&lt;br /&gt;
 x.^&amp;lt;span style='color: blue'&amp;gt;#&amp;lt;/span&amp;gt; xxx&lt;br /&gt;
 xxxxxx&lt;br /&gt;
Continue this pattern for more rows. Vertical lines of # marks are all related to the same bit of the input (it doesn't matter which line connects with which bit). Blue # marks are [[floodgate]]s or [[door]]s linked to that bit. Red # marks are floodgates or doors linked to the inverse of that bit (they will be open when the red ones are shut and vice-versa). &amp;quot;.&amp;quot; is a channel to a drain, probably down a few z-levels. The floodgate which is not red or blue lets water into the machine. This is used to close all hatches. The pressure pads should be set to about 3-7 (experimentation needed)&lt;br /&gt;
&lt;br /&gt;
===Per-column machinery===&lt;br /&gt;
Each column needs three pumps with gears, one for each Z-level that can be flooded (-1, 0 and 1). They also need floodgates or pumps at the other end to drain them. Also, a pressure plate on Z0 is required.&lt;br /&gt;
They might be arranged like this:&lt;br /&gt;
 Z-1  Z 0  Z+1&lt;br /&gt;
 x x  xxx&lt;br /&gt;
 x x  x^x  xxx&lt;br /&gt;
 x x  x.x  x.x&lt;br /&gt;
 x'''%'''x  x'''%'''x  x'''%'''x  S = stairs for access&lt;br /&gt;
 S%** S%** S%** '''%''' = pump output tile&lt;br /&gt;
 x.x  x.x  x.x  % = pump input tile&lt;br /&gt;
 xxx  xxx  x x  . = channel&lt;br /&gt;
            ^&lt;br /&gt;
            | pressurized&lt;br /&gt;
            | water source&lt;br /&gt;
&lt;br /&gt;
The floor below the pumps should NOT be channeled or they will transfer power to each other. The left gear on each z-level will be connected to the control logic and the right gear provides power between Z-levels. The right gears have channels between them to transfer power.&lt;br /&gt;
&lt;br /&gt;
The pressure plate should be set to about 2-6 or 3-6, as there will be 7 water which will spread between the pressure plate and the tile next to it. However, if there is 7 water on each tile, then the column must be flooded to Z0 or Z+1 in which case the output needs to be 0 (so we can OR all columns to get the result)&lt;br /&gt;
&lt;br /&gt;
===Control logic===&lt;br /&gt;
&lt;br /&gt;
When unused, all columns should be flooded to Z0.&lt;br /&gt;
The pumps and drains for each column should be connected to a logic circuit as follows: (the drain could be a pump or a floodgate)&lt;br /&gt;
(this assumes the inputs are disconnected for undesired columns)&lt;br /&gt;
* Z-1 pump = read&lt;br /&gt;
* Z0 pump = NOT (write-1 OR read OR write-0)&lt;br /&gt;
* Z+1 pump = write-1&lt;br /&gt;
* Drain = write-0&lt;br /&gt;
Alternatively:&lt;br /&gt;
* Z-1 pump = read AND selected&lt;br /&gt;
* Z0 pump = NOT selected&lt;br /&gt;
* Z+1 pump = write-1 AND selected&lt;br /&gt;
* Drain = write-0 AND selected.&lt;br /&gt;
&lt;br /&gt;
The read, write-0 and write-1 inputs can be connected together for every column, if there is a way of disconnecting individual columns from all three at once.&lt;br /&gt;
&lt;br /&gt;
The address is used as follows:&lt;br /&gt;
* As mentioned earlier, the number of rows MUST be a power of two, but the number of columns doesn't need to be.&lt;br /&gt;
* If there are 2^N rows, the lower N bits of the address go directly to the row control machinery.&lt;br /&gt;
* The upper bits of the address select which column's inputs aren't disconnected.&lt;br /&gt;
&lt;br /&gt;
==AutoHotKey script==&lt;br /&gt;
This does most of the designation of the main area for you. It will designate enough for 1024 bits (32x32).&lt;br /&gt;
Before running this script, you must be in designate mode with the cursor on the bottom right lower-z corner of the 64x64x3 area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#NoEnv&lt;br /&gt;
SetBatchLines, -1&lt;br /&gt;
ListLines, Off&lt;br /&gt;
&lt;br /&gt;
SetKeyDelay, 15, 0&lt;br /&gt;
IfWinExist, Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
	WinActivate&lt;br /&gt;
	WinWaitActive&lt;br /&gt;
&lt;br /&gt;
	; this is Z-1&lt;br /&gt;
	; designate a 64x64 area to the top-left of (and including) the currently selected square for digging&lt;br /&gt;
	Send d{ENTER}+{UP 6}{UP 3}+{LEFT 6}{LEFT 3}{ENTER}&lt;br /&gt;
&lt;br /&gt;
	; un-designate walls between columns, then return to starting point&lt;br /&gt;
	Send x&lt;br /&gt;
	Loop, 16&lt;br /&gt;
		Send {RIGHT}{ENTER}+{DOWN 6}{DOWN 3}{ENTER}{RIGHT 2}{ENTER}+{UP 6}{UP 3}{ENTER}{RIGHT}&lt;br /&gt;
	Send {LEFT}+{DOWN 6}{DOWN 3}&lt;br /&gt;
&lt;br /&gt;
	; make an access tunnel halfway up and return to starting point&lt;br /&gt;
	Send d+{UP 3}{UP 1}{ENTER}+{LEFT 6}{LEFT 3}{ENTER}+{RIGHT 6}{RIGHT 3}+{DOWN 3}{DOWN 1}&lt;br /&gt;
&lt;br /&gt;
	; move one z-level up&lt;br /&gt;
	Send +,&lt;br /&gt;
&lt;br /&gt;
	; this is Z0&lt;br /&gt;
	; designate the same 64x64 area for up-stairs&lt;br /&gt;
	Send u{ENTER}+{UP 6}{UP 3}+{LEFT 6}{LEFT 3}{ENTER}&lt;br /&gt;
	&lt;br /&gt;
	; un-designate walls between columns and rows, then return to starting point&lt;br /&gt;
	Send x&lt;br /&gt;
	Loop, 16&lt;br /&gt;
		Send {RIGHT}{ENTER}+{DOWN 6}{DOWN 3}{ENTER}{RIGHT 2}{ENTER}+{UP 6}{UP 3}{ENTER}{RIGHT}&lt;br /&gt;
	Send {LEFT}&lt;br /&gt;
	Loop, 16&lt;br /&gt;
		Send {DOWN}{ENTER}+{LEFT 6}{LEFT 3}{ENTER}{DOWN 2}{ENTER}+{RIGHT 6}{RIGHT 3}{ENTER}{DOWN}&lt;br /&gt;
	Send {UP}&lt;br /&gt;
&lt;br /&gt;
	; designate access door spaces for digging and return to starting point&lt;br /&gt;
	Send d&lt;br /&gt;
	Loop, 16&lt;br /&gt;
	{&lt;br /&gt;
		Send {UP 2}&lt;br /&gt;
		Loop, 32&lt;br /&gt;
			Send {ENTER 2}{LEFT 2}&lt;br /&gt;
		Send +{RIGHT 6}{RIGHT 4}&lt;br /&gt;
		Send {UP 2}&lt;br /&gt;
	}&lt;br /&gt;
	Send +{DOWN 6}{DOWN 4}&lt;br /&gt;
&lt;br /&gt;
	; move one z-level up&lt;br /&gt;
	Send +,&lt;br /&gt;
&lt;br /&gt;
	; this is Z+1&lt;br /&gt;
&lt;br /&gt;
	; designate the same 64x64 area for down-stairs&lt;br /&gt;
	Send j{ENTER}+{UP 6}{UP 3}+{LEFT 6}{LEFT 3}{ENTER}&lt;br /&gt;
	&lt;br /&gt;
	; un-designate walls between columns and rows, then return to starting point&lt;br /&gt;
	Send x&lt;br /&gt;
	Loop, 16&lt;br /&gt;
		Send {RIGHT}{ENTER}+{DOWN 6}{DOWN 3}{ENTER}{RIGHT 2}{ENTER}+{UP 6}{UP 3}{ENTER}{RIGHT}&lt;br /&gt;
	Send {LEFT}&lt;br /&gt;
	Loop, 16&lt;br /&gt;
		Send {DOWN}{ENTER}+{LEFT 6}{LEFT 3}{ENTER}{DOWN 2}{ENTER}+{RIGHT 6}{RIGHT 3}{ENTER}{DOWN}&lt;br /&gt;
	Send {UP}&lt;br /&gt;
&lt;br /&gt;
	; move two z-levels down&lt;br /&gt;
	Send +{. 2}&lt;br /&gt;
&lt;br /&gt;
	; finished&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	MsgBox Dwarf Fortress is not running&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118357</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118357"/>
		<updated>2010-06-13T09:34:16Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
&amp;lt;s&amp;gt;Note that if you build this on a glacier, none of the walls can be made of natural ice as they will melt.&amp;lt;/s&amp;gt; Turns out, if the water level's walls are made of natural ice, the melting is actually a good thing, as it eliminates the need for an external water source to start it.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
  #############&lt;br /&gt;
  #           #  # wall&lt;br /&gt;
  #           #  D lever-controlled door&lt;br /&gt;
  #           #  _ channel to drain&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           D_#&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
 ##############&lt;br /&gt;
 #^           #  # wall&lt;br /&gt;
 ##           #  D pressure-plate-controlled door&lt;br /&gt;
  #           #  ^ pressure plate, triggers on &amp;lt;s&amp;gt;0-3 magma&amp;lt;/s&amp;gt; See note below&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           D&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; &amp;lt;-- magma input&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Note on pressure plate: It should probably be set to 0-0 magma, since I tried it with 0-3 magma and got too much magma on the second magma layer.&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
  #############   # wall&lt;br /&gt;
  #...........### D lever-controlled door, for initial filling&lt;br /&gt;
  #...........D~# ~ external water source, for initial filling&lt;br /&gt;
  #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
  #```````````X_# d door for ice-mining access&lt;br /&gt;
  #```````````X_# _ channel for water output&lt;br /&gt;
  #```````````X_# . subterranean floor (does not generate ice/water)&lt;br /&gt;
  d```````````X_# ` above-ground floor (generates ice and water)&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118356</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118356"/>
		<updated>2010-06-13T09:26:31Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
&amp;lt;s&amp;gt;Note that if you build this on a glacier, none of the walls can be made of natural ice as they will melt.&amp;lt;/s&amp;gt; Turns out, if the water level's walls are made of natural ice, the melting is actually a good thing, as it eliminates the need for an external water source to start it.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
  #############&lt;br /&gt;
  #           #  # wall&lt;br /&gt;
  #           #  D lever-controlled door&lt;br /&gt;
  #           #  _ channel to drain&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           D_#&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
 ##############&lt;br /&gt;
 #^           #  # wall&lt;br /&gt;
 ##           #  D pressure-plate-controlled door&lt;br /&gt;
  #           #  ^ pressure plate, triggers on 0-3 magma&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           D&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; &amp;lt;-- magma input&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
  #############   # wall&lt;br /&gt;
  #...........### D lever-controlled door, for initial filling&lt;br /&gt;
  #...........D~# ~ external water source, for initial filling&lt;br /&gt;
  #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
  #```````````X_# d door for ice-mining access&lt;br /&gt;
  #```````````X_# _ channel for water output&lt;br /&gt;
  #```````````X_# . subterranean floor (does not generate ice/water)&lt;br /&gt;
  d```````````X_# ` above-ground floor (generates ice and water)&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118354</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118354"/>
		<updated>2010-06-13T09:23:28Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
Note that if you build this on a glacier, none of the walls can be made of natural ice as they will melt.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
  #############&lt;br /&gt;
  #           #  # wall&lt;br /&gt;
  #           #  D lever-controlled door&lt;br /&gt;
  #           #  _ channel to drain&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           D_#&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
 ##############&lt;br /&gt;
 #^           #  # wall&lt;br /&gt;
 ##           #  D pressure-plate-controlled door&lt;br /&gt;
  #           #  ^ pressure plate, triggers on 0-3 magma&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           D&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; &amp;lt;-- magma input&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
  #############   # wall&lt;br /&gt;
  #...........### D lever-controlled door, for initial filling&lt;br /&gt;
  #...........D~# ~ external water source, for initial filling&lt;br /&gt;
  #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
  #```````````X_# d door for ice-mining access&lt;br /&gt;
  #```````````X_# _ channel for water output&lt;br /&gt;
  #```````````X_# . subterranean floor (does not generate ice/water)&lt;br /&gt;
  d```````````X_# ` above-ground floor (generates ice and water)&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118353</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118353"/>
		<updated>2010-06-13T08:49:22Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
Note that if you build this on a glacier, none of the walls can be made of natural ice as they will melt.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
  #############&lt;br /&gt;
  #           #  # wall&lt;br /&gt;
  #           #  D lever-controlled door&lt;br /&gt;
  #           #  _ channel to drain&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           D_#&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
 ##############&lt;br /&gt;
 #^           #  # wall&lt;br /&gt;
 ##           #  D pressure-plate-controlled door&lt;br /&gt;
  #           #  ^ pressure plate, triggers on 0-3 magma&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           D[[User:Immibis|Immibis]] &amp;lt;-- magma input&lt;br /&gt;
  #           ####&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
  #############   # wall&lt;br /&gt;
  #...........### D lever-controlled door, for initial filling&lt;br /&gt;
  #...........D~# ~ external water source, for initial filling&lt;br /&gt;
  #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
  #```````````X_# d door for ice-mining access&lt;br /&gt;
  #```````````X_# _ channel for water output&lt;br /&gt;
  #```````````X_# . subterranean floor (does not generate ice/water)&lt;br /&gt;
  d```````````X_# ` above-ground floor (generates ice and water)&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118351</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118351"/>
		<updated>2010-06-13T08:32:37Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
Note that if you build this on a glacier, none of the walls can be made of natural ice as they will melt.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
  #############&lt;br /&gt;
  #           #  # wall&lt;br /&gt;
  #           #  D lever-controlled door&lt;br /&gt;
  #           #  _ channel to drain&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           D_#&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
 ##############&lt;br /&gt;
 #^           #  # wall&lt;br /&gt;
 ##           #  D pressure-plate-controlled door&lt;br /&gt;
  #           #  ^ pressure plate, triggers on 0-3 magma&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #######&lt;br /&gt;
  #           D08:26, 13 June 2010 (UTC)~ &amp;lt;-- magma input&lt;br /&gt;
  #           #######&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
  #############   # wall&lt;br /&gt;
  #...........### D lever-controlled door, for initial filling&lt;br /&gt;
  #...........D~# ~ external water source, for initial filling&lt;br /&gt;
  #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
  #```````````X_# d door for ice-mining access&lt;br /&gt;
  #```````````X_# _ channel for water output&lt;br /&gt;
  #```````````X_# . subterranean floor (does not generate ice/water)&lt;br /&gt;
  d```````````X_# ` above-ground floor (generates ice and water)&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118350</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118350"/>
		<updated>2010-06-13T08:29:50Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
  #############&lt;br /&gt;
  #           #  # wall&lt;br /&gt;
  #           #  D lever-controlled door&lt;br /&gt;
  #           #  _ channel to drain&lt;br /&gt;
  #           #&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           D_#&lt;br /&gt;
  #           ###&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
 ##############&lt;br /&gt;
 #^           #  # wall&lt;br /&gt;
 ##           #  D pressure-plate-controlled door&lt;br /&gt;
  #           #  ^ pressure plate, triggers on 0-3 magma&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #######&lt;br /&gt;
  #           D08:26, 13 June 2010 (UTC)~ &amp;lt;-- magma input&lt;br /&gt;
  #           #######&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #           #&lt;br /&gt;
  #############&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
  #############   # wall&lt;br /&gt;
  #...........### D lever-controlled door, for initial filling&lt;br /&gt;
  #...........D~# ~ external water source, for initial filling&lt;br /&gt;
  #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
  #```````````X_# d door for ice-mining access&lt;br /&gt;
  #```````````X_# _ channel for water output&lt;br /&gt;
  #```````````X_# . subterranean floor (does not generate ice/water)&lt;br /&gt;
  d```````````X_# ` above-ground floor (generates ice and water)&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #```````````X_#&lt;br /&gt;
  #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118349</id>
		<title>User:Immibis/Ice generator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Ice_generator&amp;diff=118349"/>
		<updated>2010-06-13T08:26:30Z</updated>

		<summary type="html">&lt;p&gt;Immibis: Created page with 'This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.  Magma layer 1 (z0):   ############# …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will only work if your map freezes, either all the time or only in winter. If it only freezes in winter, this will only work in winter.&lt;br /&gt;
&lt;br /&gt;
Magma layer 1 (z0):&lt;br /&gt;
&lt;br /&gt;
 #############&lt;br /&gt;
 #           #  # wall&lt;br /&gt;
 #           #  D lever-controlled door&lt;br /&gt;
 #           #  _ channel to drain&lt;br /&gt;
 #           #&lt;br /&gt;
 #           ###&lt;br /&gt;
 #           D_#&lt;br /&gt;
 #           ###&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #&lt;br /&gt;
 #############&lt;br /&gt;
&lt;br /&gt;
Magma layer 2 (z+1):&lt;br /&gt;
&lt;br /&gt;
##############&lt;br /&gt;
#^           #  # wall&lt;br /&gt;
##           #  D pressure-plate-controlled door&lt;br /&gt;
 #           #  ^ pressure plate, triggers on 0-3 magma&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #######&lt;br /&gt;
 #           D08:26, 13 June 2010 (UTC)~ &amp;lt;-- magma input&lt;br /&gt;
 #           #######&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #&lt;br /&gt;
 #           #&lt;br /&gt;
 #############&lt;br /&gt;
&lt;br /&gt;
Water layer (z+2):&lt;br /&gt;
&lt;br /&gt;
 #############   # wall&lt;br /&gt;
 #...........### D lever-controlled door, for initial filling&lt;br /&gt;
 #...........D~# ~ external water source, for initial filling&lt;br /&gt;
 #...........### X lever-controlled floodgate for using water output&lt;br /&gt;
 #```````````X_# d door for ice-mining access&lt;br /&gt;
 #```````````X_# _ channel for water output&lt;br /&gt;
 #```````````X_#&lt;br /&gt;
 d```````````X_#&lt;br /&gt;
 #```````````X_#&lt;br /&gt;
 #```````````X_#&lt;br /&gt;
 #```````````X_#&lt;br /&gt;
 #```````````X_#&lt;br /&gt;
 #############_#&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis&amp;diff=118348</id>
		<title>User:Immibis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis&amp;diff=118348"/>
		<updated>2010-06-13T08:04:43Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress designs ==&lt;br /&gt;
* [[User:Immibis/RAM|Random access memory]] for a dwarfputer (NOTE: COMPLETELY UNTESTED)&lt;br /&gt;
* [[User:Immibis/Water_reactor|&amp;quot;Water reactor&amp;quot;]] perpetual motion power plant (it's like a nuclear reactor, but it uses water). This is the most reliable design I have ever tried for a perpetual motion plant.&lt;br /&gt;
* [[User:Immibis/FIFO|FIFO buffer]]&lt;br /&gt;
* [[User:Immibis/AQS|Automatic Quantum Stockpiler]]&lt;br /&gt;
* [[User:Immibis/3DOP|Obsidian 3D printer]] -- IDEA ONLY&lt;br /&gt;
* [[User:Immibis/Dam|How to dam a river with water]]&lt;br /&gt;
* [[User:Immibis/Dwarfpower|A power plant that runs on dwarves with nothing better to do than haul water around]]&lt;br /&gt;
* [[User:Immibis/Ice generator|Ice+water generator]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118347</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118347"/>
		<updated>2010-06-13T08:03:39Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Revision 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Revision 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Revision 2 ==&lt;br /&gt;
&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Only produces net 68 power for a shorter time than the first one.&lt;br /&gt;
&lt;br /&gt;
== Revision 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Works for longer than the first version, especially if the dwarves are filling it up as it drains. Produces net 90 power. Not very scalable because of the large number of dwarves required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revision 4 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#WWW&lt;br /&gt;
 # . . . .#WWW##&lt;br /&gt;
 # . . . .Dwww_#   W = Wall with waterwheel above it&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Produces 0 power.&lt;br /&gt;
&lt;br /&gt;
== Revision 5 ==&lt;br /&gt;
Same as revision 3, but with 6x8 empty space for two levels above that level, that get filled with water too.&lt;br /&gt;
Also with 4 waterwheels in series instead of 1 to make use of the extra water flow.&lt;br /&gt;
&lt;br /&gt;
Result: Produces about 350 power for about the same time period.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118344</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118344"/>
		<updated>2010-06-13T06:20:24Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Revision 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Revision 2 ==&lt;br /&gt;
&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Only produces net 68 power for a shorter time than the first one.&lt;br /&gt;
&lt;br /&gt;
== Revision 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Works for longer than the first version, especially if the dwarves are filling it up as it drains. Produces net 90 power. Not very scalable because of the large number of dwarves required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revision 4 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#WWW&lt;br /&gt;
 # . . . .#WWW##&lt;br /&gt;
 # . . . .Dwww_#   W = Wall with waterwheel above it&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Produces 0 power.&lt;br /&gt;
&lt;br /&gt;
== Revision 5 =.&lt;br /&gt;
Same as revision 3, but with 6x8 empty space for two levels above that level, that get filled with water too.&lt;br /&gt;
Also with 4 waterwheels in series instead of 1 to make use of the extra water flow.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118343</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118343"/>
		<updated>2010-06-13T05:54:23Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Revision 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Revision 2 ==&lt;br /&gt;
&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Only produces net 68 power for a shorter time than the first one.&lt;br /&gt;
&lt;br /&gt;
== Revision 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Works for longer than the first version, especially if the dwarves are filling it up as it drains. Produces net 90 power. Not very scalable because of the large number of dwarves required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revision 4 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#WWW&lt;br /&gt;
 # . . . .#WWW##&lt;br /&gt;
 # . . . .Dwww_#   W = Wall with waterwheel above it&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Produces 0 power.&lt;br /&gt;
&lt;br /&gt;
== Revision 5 ==&lt;br /&gt;
Same as revision 3, but with 6x8 empty space for two levels above that level, that get filled with water too.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118342</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118342"/>
		<updated>2010-06-13T05:42:57Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Version 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Version 2 ==&lt;br /&gt;
&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Only produces net 68 power for a shorter time than the first one.&lt;br /&gt;
&lt;br /&gt;
== Version 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Works for longer than the first version, especially if the dwarves are filling it up as it drains. Produces net 90 power. Not very scalable because of the large number of dwarves required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 4 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#WWW&lt;br /&gt;
 # . . . .#WWW##&lt;br /&gt;
 # . . . .Dwww_#   W = Wall with waterwheel above it&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Produces 0 power.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118341</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118341"/>
		<updated>2010-06-13T05:21:22Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Version 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Version 2 ==&lt;br /&gt;
&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Only produces net 68 power for a shorter time than the first one.&lt;br /&gt;
&lt;br /&gt;
== Version 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Works for longer than the first version, especially if the dwarves are filling it up as it drains. Produces net 90 power. Not very scalable because of the large number of dwarves required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#WWW&lt;br /&gt;
 # . . . .#WWW##&lt;br /&gt;
 # . . . .Dwww_#   W = Wall with waterwheel above it&lt;br /&gt;
 ###############&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118340</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118340"/>
		<updated>2010-06-13T04:52:47Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Version 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Version 2 ==&lt;br /&gt;
&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Failed. Only produces net 68 power for a shorter time than the first one.&lt;br /&gt;
&lt;br /&gt;
== Version 3 ==&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;br /&gt;
&lt;br /&gt;
Result: Works for longer than the first version, especially if the dwarves are filling it up as it drains. Produces net 90 power. Not very scalable because of the large number of dwarves required.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118339</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118339"/>
		<updated>2010-06-13T04:35:44Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows my attempts to make a power plant powered by idle dwarves filling up pond zones.&lt;br /&gt;
&lt;br /&gt;
== Version 1 ==&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######       _ drain&lt;br /&gt;
&lt;br /&gt;
Result: After charging up for a while, this produces a net 90 power for a few seconds.&lt;br /&gt;
&lt;br /&gt;
== Version 2 ==&lt;br /&gt;
&lt;br /&gt;
 z0:&lt;br /&gt;
 ###############&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 # . . . .######&lt;br /&gt;
 # . . . .Dwww_#&lt;br /&gt;
 ###############&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118338</id>
		<title>User:Immibis/Dwarfpower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dwarfpower&amp;diff=118338"/>
		<updated>2010-06-13T04:03:36Z</updated>

		<summary type="html">&lt;p&gt;Immibis: Created page with 'test 2:   #######       # wall  #     ######  w floor below waterwheel  #     Dwww_#  D lever-controlled door  #.....######  . floor below pond zone  #######'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test 2:&lt;br /&gt;
&lt;br /&gt;
 #######       # wall&lt;br /&gt;
 #     ######  w floor below waterwheel&lt;br /&gt;
 #     Dwww_#  D lever-controlled door&lt;br /&gt;
 #.....######  . floor below pond zone&lt;br /&gt;
 #######&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/Dam&amp;diff=116963</id>
		<title>User:Immibis/Dam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/Dam&amp;diff=116963"/>
		<updated>2010-06-05T04:37:31Z</updated>

		<summary type="html">&lt;p&gt;Immibis: Created page with '1. Build the below design over a river, stream or brook to make the water stop flowing. 2. Apply power to the pumps. This will lag. 3. Build a wall or floodgates in the dry part …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. Build the below design over a river, stream or brook to make the water stop flowing.&lt;br /&gt;
2. Apply power to the pumps. This will lag.&lt;br /&gt;
3. Build a wall or floodgates in the dry part of the river, to dam it permanently.&lt;br /&gt;
4. Stop powering the pumps. It will now stop lagging and your river is dammed.&lt;br /&gt;
5. Deconstruct the pumps and associated walls&lt;br /&gt;
&lt;br /&gt;
Top view:&lt;br /&gt;
 ╔═O&lt;br /&gt;
 ║_&amp;lt;%_&lt;br /&gt;
 ║_&amp;lt;%_&lt;br /&gt;
 ║_&amp;lt;%_&lt;br /&gt;
 ║_&amp;lt;%_&lt;br /&gt;
 ╚═O&lt;br /&gt;
where &amp;lt;% is a pump pointing left, and _ is a channel&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
  O &amp;lt;% O&lt;br /&gt;
 ≈≈≈≈≈~#.....&lt;br /&gt;
&lt;br /&gt;
where ≈ is water, O is a wall, &amp;lt;% is a pump pointing left, and . is a dry riverbed&lt;br /&gt;
# shows where you will build the wall while the pumps are running and the river is dry.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis&amp;diff=116962</id>
		<title>User:Immibis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis&amp;diff=116962"/>
		<updated>2010-06-05T04:28:58Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress designs ==&lt;br /&gt;
* [[User:Immibis/RAM|Random access memory]] for a dwarfputer (NOTE: COMPLETELY UNTESTED)&lt;br /&gt;
* [[User:Immibis/Water_reactor|&amp;quot;Water reactor&amp;quot;]] perpetual motion power plant (it's like a nuclear reactor, but it uses water). This is the most reliable design I have ever tried for a perpetual motion plant.&lt;br /&gt;
* [[User:Immibis/FIFO|FIFO buffer]]&lt;br /&gt;
* [[User:Immibis/AQS|Automatic Quantum Stockpiler]]&lt;br /&gt;
* [[User:Immibis/3DOP|Obsidian 3D printer]] -- IDEA ONLY&lt;br /&gt;
* [[User:Immibis/Dam|How to dam a river with water]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ant&amp;diff=116960</id>
		<title>v0.31:Ant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ant&amp;diff=116960"/>
		<updated>2010-06-05T03:51:09Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Ant|symbol=∙|color=7:0:0|biome= * Not freezing&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:22, 7 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:''This tiny insect can be found in huge colonies in the dirt.  They overwhelm their enemies with swarms.  Some have poison bites.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vermin-Ant.jpg|Admired for its propensity to dig.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Immibis&amp;diff=116959</id>
		<title>User talk:Immibis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Immibis&amp;diff=116959"/>
		<updated>2010-06-05T03:49:57Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New pages &amp;amp; links &amp;amp; etc==&lt;br /&gt;
Hi. Nice pages - except... a wiki works on links. Links to, links from. Your [[Dwarf cancels fill pond: Inappropriate building]] page is very short - linking it to pond, channel, zone - all that allows a reader (esp a newbie) to move directly to related topics. Similar with [[Their wagon has bypassed your inaccessible site]] - wagon, trade depot, merchant - how do you &amp;quot;clear a path&amp;quot;?  A '''See Also:''' comment at the bottom could work too.  The more links to/from, the more useful the page is.&lt;br /&gt;
&lt;br /&gt;
Also, use the key template when referring to keystrokes, &amp;lt;nowiki&amp;gt;{{k|D}} or {{key|D}}&amp;lt;/nowiki&amp;gt; = {{k|D}}, &amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt; = {{k|Enter}}, etc. Otherwise, keep up the good work!--[[User:Albedo|Albedo]] 03:50, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Hey, please use CV for redirects instead of 40d.  It allows us to automatically update the redirects for each new version that comes out. Thanks! --[[User:Briess|Briess]] 02:04, 20 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gypsum plaster casts? ==&lt;br /&gt;
&lt;br /&gt;
You wrote in the Gypsum Plaster page that it is used to create casts. Where did you get this information from? In the current version, plaster is broken and does not get stored in hospitals nor is it used to make anything, so I'm wondering why you added this info to the wiki.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:46, 25 May 2010 (UTC)&lt;br /&gt;
:Look at a hospital zone information. &amp;quot;Powder for casts: 0/750&amp;quot;. Obviously it's supposed to be stored in a hospital and used for casts, it's just currently broken. [[User:Immibis|Immibis]] 03:49, 5 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/3DOP&amp;diff=115072</id>
		<title>User:Immibis/3DOP</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/3DOP&amp;diff=115072"/>
		<updated>2010-05-25T06:42:58Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains ideas for an obsidian 3D printer (Current maximum size: width 10, length 10, height unlimited)&lt;br /&gt;
It could be expanded to 20x20xN by using four sets of bridges on each of the top levels.&lt;br /&gt;
&lt;br /&gt;
The top has two layers of bridges.&lt;br /&gt;
&lt;br /&gt;
First layer&lt;br /&gt;
&lt;br /&gt;
 ############     # wall&lt;br /&gt;
 #----------#     - east/west retracting bridge&lt;br /&gt;
 #----------#     . floor&lt;br /&gt;
 #----------#&lt;br /&gt;
 #----------####&lt;br /&gt;
 #----------..&amp;lt;-- magma source&lt;br /&gt;
 #----------####&lt;br /&gt;
 #----------#&lt;br /&gt;
 #----------#&lt;br /&gt;
 #----------#&lt;br /&gt;
 #----------#&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
Second layer&lt;br /&gt;
&lt;br /&gt;
 ############     # wall&lt;br /&gt;
 #||||||||||#     | north/south retracting bridge&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 #||||||||||#&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
In both of these layers, each bridge is connected to a different lever. To print a tile on the current layer, the bridges corresponding to the appropriate row and column are retracted, then a small amount of magma is let in.&lt;br /&gt;
&lt;br /&gt;
Subsequent layers:&lt;br /&gt;
&lt;br /&gt;
 ############&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 #          ###&lt;br /&gt;
 #          X &amp;lt;-- water input&lt;br /&gt;
 #          ###&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
Bottom layer:&lt;br /&gt;
&lt;br /&gt;
 ############&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 #          ###&lt;br /&gt;
 #          X --&amp;gt; water drain&lt;br /&gt;
 #          ###&lt;br /&gt;
 #          X &amp;lt;-- water input&lt;br /&gt;
 #          ###&lt;br /&gt;
 #          #&lt;br /&gt;
 #          #&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
Operation:&lt;br /&gt;
  For each layer, repeat the following:&lt;br /&gt;
    Flood the layer with water&lt;br /&gt;
    For each tile, repeat the following:&lt;br /&gt;
      Retract the bridges corresponding to the desired row and column.&lt;br /&gt;
      Let in a small amount of magma.&lt;br /&gt;
      Unretract the bridges once obsidian forms.&lt;br /&gt;
  Close all water inputs&lt;br /&gt;
  Open the water drain&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis&amp;diff=115069</id>
		<title>User:Immibis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis&amp;diff=115069"/>
		<updated>2010-05-25T06:03:46Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress designs ==&lt;br /&gt;
* [[User:Immibis/RAM|Random access memory]] for a dwarfputer (NOTE: COMPLETELY UNTESTED)&lt;br /&gt;
* [[User:Immibis/Water_reactor|&amp;quot;Water reactor&amp;quot;]] perpetual motion power plant (it's like a nuclear reactor, but it uses water). This is the most reliable design I have ever tried for a perpetual motion plant.&lt;br /&gt;
* [[User:Immibis/FIFO|FIFO buffer]]&lt;br /&gt;
* [[User:Immibis/AQS|Automatic Quantum Stockpiler]]&lt;br /&gt;
* [[User:Immibis/3DOP|Obsidian 3D printer]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Immibis/3DOP&amp;diff=115068</id>
		<title>User:Immibis/3DOP</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Immibis/3DOP&amp;diff=115068"/>
		<updated>2010-05-25T06:02:54Z</updated>

		<summary type="html">&lt;p&gt;Immibis: Created page with '== placeholder =='&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== placeholder ==&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=95613</id>
		<title>v0.31 Talk:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=95613"/>
		<updated>2010-04-19T07:00:35Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specialized refuse stockpiles ==&lt;br /&gt;
How can I make them? I don't see bones, shells and so on at stockpile item types. There are only '''remains''' entry, and also '''fresh raw hide''' and '''rotten raw hide'''. Is it bug or new feature? --[[User:Peregarrett|Peregarrett]] 06:45, 19 April 2010 (UTC)&lt;br /&gt;
:You can't. They're all &amp;quot;body parts&amp;quot;. [[User:Immibis|Immibis]] 07:00, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=95612</id>
		<title>v0.31 Talk:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=95612"/>
		<updated>2010-04-19T07:00:25Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specialized refuse stockpiles ==&lt;br /&gt;
How can I make them? I don't see bones, shells and so on at stockpile item types. There are only '''remains''' entry, and also '''fresh raw hide''' and '''rotten raw hide'''. Is it bug or new feature? --[[User:Peregarrett|Peregarrett]] 06:45, 19 April 2010 (UTC)&lt;br /&gt;
:You can't. They're all &amp;quot;body parts&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=94931</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=94931"/>
		<updated>2010-04-18T07:57:49Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Properties of magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArticleVersion}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
==[[Magma sea|Magma sea]]==&lt;br /&gt;
The Magma sea is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
==Magma pipes==&lt;br /&gt;
Magma pipes are present in the new version of Dwarf Fortress as well. They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pipes seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pipes can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pipes will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanos==&lt;br /&gt;
Volcanos can be found which extend all the way to the surface, but on a standard map they are exceedingly rare, if you even have any at all on your map.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.&lt;br /&gt;
Magma will turn into {{l|obsidian}} if it touches {{l|water}}.&lt;br /&gt;
Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single turn, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=94916</id>
		<title>40d:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=94916"/>
		<updated>2010-04-18T05:58:35Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''channel''' is a hole dug in the ground or wall which will mine out the {{L|z-level}} below too. You can use long channels to act as {{L|moat}}s, to move liquids such as {{L|water}} and {{L|magma}} from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be {{L|mine}}d out. Creating a channel could be described as &amp;quot;strip mining&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.&lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful to ensure that multiple {{L|miner}}s working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a {{L|stair}} or a {{L|ramp}} in order for the fallen miner to escape. In later versions {{version|0.38.181.40d}} this has been fixed.&lt;br /&gt;
&lt;br /&gt;
==Creating channels==&lt;br /&gt;
&lt;br /&gt;
Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like {{L|creatures}}, moves in all 8 directions (+ z-axis).&lt;br /&gt;
&lt;br /&gt;
The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward {{L|stairs}} will make the dwarves remove the staircase.&lt;br /&gt;
&lt;br /&gt;
Designating a channel on the level underneath an existing channel is the way to dig deep pits or {{L|well}} shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the {{L|miner}} who will dig the shaft.&lt;br /&gt;
&lt;br /&gt;
To swiftly channel out large areas multiple Z-levels deep, the fastest way is to designate it level by level as ramps from top to down. After it finished you'll need to remove leftover ramps at the bottom with '''remove stairs/ramps''' designation. You may consider leaving a single column of stairs leading back to the surface, removing it the once you're done, to aid miner access; in any case, this method requires that you give your miners a way out of the bottom level once they've finished.&lt;br /&gt;
&lt;br /&gt;
If the area you wish to channel is many Z-levels deep, it can be more efficient to build a {{L|construction}} shaped like the hole you would like to create on top of a support at the highest level. If the {{L|support}} is linked to a {{L|lever}}, and the lever is pulled, the constructions will fall through every floor until hitting solid material. Be sure to keep dwarves and valuable items clear of the falling debris.&lt;br /&gt;
&lt;br /&gt;
Dwarfs simply *love* to stand on the wrong side of the channels and dig themselves onto isolated islets. To avoid this, find the longest bisector of the tunnel, channel along it, and then continue expanding by adding one line at a time to each side of the initial trench. They appear to want to stand to the left of the channel being dug, if possible. Consider this if {{L|cave-in|collapsing}} the floor.&lt;br /&gt;
&lt;br /&gt;
==Using channels==&lt;br /&gt;
&lt;br /&gt;
Creatures cannot pass over open channels but you can build {{L|floor}}s, {{L|bridges}}, {{L|hatch cover}}s, or place floor {{L|grate}}s on top of channels. Grates will allow fluids to pass through.&lt;br /&gt;
&lt;br /&gt;
To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your {{L|floodgate}}s etc. are finished. An unexpected {{L|flood}} can set your {{L|fortress}} back several {{L|season}}s.&lt;br /&gt;
&lt;br /&gt;
Be careful when tapping into a {{L|aquifer|reservoir}}, such as the bottom of a {{L|lake}}, since the {{L|pressure}} head will cause the water to overtop the sides of the channel. Magma will not do this.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chasm&amp;diff=94196</id>
		<title>v0.31:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chasm&amp;diff=94196"/>
		<updated>2010-04-17T10:29:09Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{delete|Chasms don't exist in DF2010}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=94195</id>
		<title>v0.31 Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=94195"/>
		<updated>2010-04-17T10:28:34Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if chasms still exist?&lt;br /&gt;
&lt;br /&gt;
:Chasms don't exist now, so should this page be deleted or perhaps say &amp;quot;Chasms no longer exist and have been replaced by {{L|Caverns}}? {{user|Akkie}} 9:53 UTC 17 April 2010&lt;br /&gt;
::I removed the link to &amp;quot;Chasm&amp;quot; from [[Template:World]] for DF2010 articles only, since they don't exist any more. Edit: I've also marked it for deletion. [[User:Immibis|Immibis]] 10:27, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=94194</id>
		<title>v0.31 Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=94194"/>
		<updated>2010-04-17T10:27:28Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if chasms still exist?&lt;br /&gt;
&lt;br /&gt;
:Chasms don't exist now, so should this page be deleted or perhaps say &amp;quot;Chasms no longer exist and have been replaced by {{L|Caverns}}? {{user|Akkie}} 9:53 UTC 17 April 2010&lt;br /&gt;
::I removed the link to &amp;quot;Chasm&amp;quot; from [[Template:World]] for DF2010 articles only, since they don't exist any more. [[User:Immibis|Immibis]] 10:27, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:World&amp;diff=94193</id>
		<title>Template:World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:World&amp;diff=94193"/>
		<updated>2010-04-17T10:26:02Z</updated>

		<summary type="html">&lt;p&gt;Immibis: make &amp;quot;chasm&amp;quot; not appear for df2010 namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Overworld&lt;br /&gt;
|-&lt;br /&gt;
| {{L|World generation}} - {{L|Regions}} - {{L|Biome}}s - {{L|Civilization}}s - {{L|Map legend}} - {{L|Site}}s - {{L|Army|Armies}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Aquifer}} - {{L|Brook}} - {{L|Cave}} {{#ifeq:{{NAMESPACE}}|DF2010||- {{L|Chasm}}}} - {{L|Forest}} - {{L|Island}} - {{L|Lake}} - {{L|Mountain}} - {{L|Ocean}} - {{L|Chasm#Forms|Pit}} - {{L|River}} - {{L|Tunnel}} - {{L|Volcano}} - {{L|Waterfall}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:World]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=94176</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=94176"/>
		<updated>2010-04-17T08:49:47Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
='''READ THE MANUAL''' or your changes will not show up.=&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE LIMIT QUOTES TO ~135 CHARACTERS OR LESS. (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.)&lt;br /&gt;
&lt;br /&gt;
LONGER QUOTES MAY BE DELETED!&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;{{Choose|c={{rand|106}}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;There is nothing to catch in the magma pipe.&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Bug #563: mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;Bug #597: Flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|&amp;lt;!--63--&amp;gt;Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;The carp has drowned.&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;Bug #871: babies fall to death when born on stairs&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;Bug #1031: a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
|&amp;lt;!--80--&amp;gt;&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
|&amp;lt;!--81--&amp;gt;It has stats. It can be killed.&lt;br /&gt;
|&amp;lt;!--82--&amp;gt;Bug #432: Bones pop out of coffins.&lt;br /&gt;
|&amp;lt;!--83--&amp;gt;Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
|&amp;lt;!--84--&amp;gt;If I &amp;lt;em&amp;gt;remembered&amp;lt;/em&amp;gt; what the fucking lever did, I'd &amp;lt;em&amp;gt;pull&amp;lt;/em&amp;gt; it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|&amp;lt;!--85--&amp;gt;Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
|&amp;lt;!--86--&amp;gt;&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
|&amp;lt;!--87--&amp;gt;Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
|&amp;lt;!--88--&amp;gt;Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
|&amp;lt;!--89--&amp;gt;Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
|&amp;lt;!--90--&amp;gt;Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
|&amp;lt;!--91--&amp;gt;You haven't embarked on a quest - you've joined a religion. --Quietust &lt;br /&gt;
|&amp;lt;!--92--&amp;gt;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined [[reactions]].&lt;br /&gt;
|&amp;lt;!--93--&amp;gt;There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--94--&amp;gt;Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
|&amp;lt;!--95--&amp;gt;&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microline and demons.&amp;quot;&lt;br /&gt;
|&amp;lt;!--96--&amp;gt;'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
|&amp;lt;!--97--&amp;gt;It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
|&amp;lt;!--98--&amp;gt;It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
|&amp;lt;!--99--&amp;gt;Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
|&amp;lt;!--100--&amp;gt;You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
|&amp;lt;!--101--&amp;gt;Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
|&amp;lt;!--102--&amp;gt;Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
|&amp;lt;!--103--&amp;gt;Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
|&amp;lt;!--104--&amp;gt;I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
|&amp;lt;!--105--&amp;gt;&amp;quot;bibo ergo sum, I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
|&amp;lt;!--106--&amp;gt;This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=93063</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=93063"/>
		<updated>2010-04-15T07:52:41Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Pathfinding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions=&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=93061</id>
		<title>v0.31:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=93061"/>
		<updated>2010-04-15T07:48:57Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Pathfinding Problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
Burrows are part of the new organization of fortresses, user-defined areas in your fort where selected dwarves live and work in. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other area selections, burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also unlike most other area selections, they may overlap. Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow. You can also set the colors and symbols used for different burrows to help tell them apart.  A burrow may span multiple Z levels, so long as a means of getting from one Z level to another is within the Burrow zone.&lt;br /&gt;
&lt;br /&gt;
Unlike {{L|activity zone}}s, burrows can also be extended through not-yet revealed tiles, thus allowing to designate &amp;quot;mining zones&amp;quot; for differently {{L|skill}}ed miners.&lt;br /&gt;
&lt;br /&gt;
== Defending and restricting burrows ==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to {{l|squads}} and civilians during {{l|Scheduling#Alert levels|alerts}}. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
Similarly, civilians may be set to only operate within a burrow or set of burrows. They will only leave these burrows when they are dying of hunger/thirst. This is a nice way to ensure your dwarves will work in the mini-fortress you dug out for them (a bed, table/chair, and smelter near magma for example).&lt;br /&gt;
&lt;br /&gt;
==Pathfinding Problems==&lt;br /&gt;
With the current release{{version|0.31.01}} pathfinding problems can cause a variety of problems. A common symptom of a pathfinding problem is to see a large percentage of your dwarves suddenly go idle. This can be caused by a single dwarf that is '''stuck'''. There may be other things that will cause pathfinding problems as well. This subject is not terribly well understood just yet but here are some steps that may prove useful in resolving any issues that arise.&lt;br /&gt;
*save, exit, and reload your fortress clears many pathfinding issues. This is believed to be due to some sort of caching behavior with pathfinding.&lt;br /&gt;
*deleting all burrows can also be a solution when dwarves get '''stuck''', once they are fixed you can attempt to recreate your burrows if desired.&lt;br /&gt;
*stripping all labors from a dwarf that is '''stuck''' may help shut him up long enough to rescue him.&lt;br /&gt;
Most (all?) pathfinding problems have since been fixed{{version|0.31.03}}.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demonic_fortress&amp;diff=93015</id>
		<title>v0.31:Demonic fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demonic_fortress&amp;diff=93015"/>
		<updated>2010-04-15T05:00:48Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Inside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Demonic Fortresses==&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough, and in the right place, you might find a '''demonic fortress''' (also known as a '''curious structure''') made entirely of {{L|smooth}} {{L|slade}}. You will get a boxed message telling you of this&amp;lt;!-- need image of the message --&amp;gt;. A demonic fortress is found once per region tile (thus, it is located in precisely one spot in a 16x16 embark square). Demons and other foul beasties might be located at the bottom of the fortress; higher up may be hordes of random undead and skeletal creatures. The bottom of each fortress is connected to {{L|Hell}} through slade walls, so demons spawning there can not immediately cross into the fortress and swarm you. Hell is only deemed reached once those final walls are dug out.&lt;br /&gt;
&lt;br /&gt;
If your site does not have a demonic fortress, you will need to breach Hell through a tubular {{L|adamantine|adamantine vein}}. As there is plenty of space inside a demonic fortress to set up traps and defense, they seem to be the easiest way to safely enter Hell. It is also quite possible to reach the bottom layer of the fortress through controlled cave-ins without ever having to fight a single enemy.&lt;br /&gt;
&lt;br /&gt;
It is easy to locate a fortress (or see if your site has one) using an exploit on the {{L|Stocks}} screen: In the &amp;quot;Weapons&amp;quot; category will be a masterpiece {{L|adamantine}} weapon when you embark. Zooming to this will tell you the approximate location of the fortress.&lt;br /&gt;
&lt;br /&gt;
== Getting inside ==&lt;br /&gt;
Since it is not possible to dig through slade, the only way into the structure is from the very top - a large hole will be present at the highest level, not necessarily connected to any nearby caverns.&lt;br /&gt;
&lt;br /&gt;
== Inside ==&lt;br /&gt;
[[File:Curious_structure_inside.png|right|]]&lt;br /&gt;
In the center of the lowest smoothed level (pictured) will be a glowing floor and upright {{L|masterpiece}} {{L|adamantine}} weapon. Removing the weapon causes the glowing floor to disappear, revealing a staircase and releasing the demons from the lower part of the fortress. Below this level are chambers containing demons. Above this level are many similar levels, but without the glowing floor and adamantine weapon. Some of these levels may take the form of long, twisting corridors, and some may have patches of {{L|mud}}. These levels contain many {{l|Undead|skeletal and zombie}} enemies.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Defense_guide&amp;diff=93010</id>
		<title>v0.31:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Defense_guide&amp;diff=93010"/>
		<updated>2010-04-15T04:46:10Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Doors (&amp;amp; Hatches) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&amp;lt;!-- THIS ARTICLE IS GENERAL THEORY, &amp;quot;THINGS TO CONSIDER&amp;quot;. &lt;br /&gt;
THERE IS NOT ROOM FOR DETAILS OR SPECIFIC SUGGESTIONS.&lt;br /&gt;
Specifics should be put into related articles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of {{l|creature}}s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility.  Fortress layout, military organization and training, traps and more, all contribute to the overall &amp;quot;defense&amp;quot; and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.&lt;br /&gt;
&lt;br /&gt;
There are three important things to consider when planning the defenses for your fortress.  First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, there is game style - you want the game to be &amp;quot;fun&amp;quot; for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well.&lt;br /&gt;
&lt;br /&gt;
'''Note''' - There is not room in this article to expand adequately on every sub-topic - ''please'' see specific articles for a ''complete'' discussion as desired.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General guidelines==&lt;br /&gt;
&lt;br /&gt;
While admitting that &amp;quot;Rules are made to be broken&amp;quot;, there are some general recommendations that have a proven value in defending a fortress:&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface.  But each point of entry should be hardened against attack.  Don't make more entrances than really necessary.  If there is a useless or redundant opening, seal it off, one way or another.  (Some creatures can destroy doors and drawbridges if they can reach them.)&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' Think redundancy - one wall may not be enough.  With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside is essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their {{l|cage}}s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.&lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being {{l|siege|siege}}d by scores of {{l|goblin}} archers, door-breaking {{l|troll}}s, invisible {{l|kobold}} master thieves, dive-bombing {{l|giant eagle}}s, flame-breathing {{l|fire imp}}s, angry {{l|elephants}}, and a {{l|bronze colossus}} - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarfs, they will, just believe it) you will have a buffer of defense to fall back on.&lt;br /&gt;
&lt;br /&gt;
==Threats==&lt;br /&gt;
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.&lt;br /&gt;
&lt;br /&gt;
:*'''Wild animals'''&lt;br /&gt;
::Creatures vary in threat and habits.  Some {{l|animal}}s are quite dangerous, but most are easily excluded by the humble {{l|door|door}} or {{l|hatch}}, even if it's not {{l|forbidden}}. Some few are able to destroy doors and hatches, statues and other {{l|building}}s, and some are thieves (see below), or will eat your food (such as {{l|Grizzly_bear|bear}}s).  A lone animal, even a clear predator, will usually flee from a stronger force, but some {{l|undead}} and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.&lt;br /&gt;
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::Wild animals can appear from the topside, but also from the {{l|cavern}}s that you may accidentally open up while mining (in fact, the worst ones are often from below).  In evil or savage {{l|surroundings}}, the creatures can be both much tougher and more aggressive.&lt;br /&gt;
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:*'''Thieves &amp;amp; child snatchers'''&lt;br /&gt;
::Many creatures are &amp;quot;thieves&amp;quot; in the general sense, and offer their own potential headaches -  a {{l|raccoon}} or small tribe of {{l|rhesus macaque}} or {{l|mandrill}} monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or three make off with some prized possessions.  But a creature with a listed ( {{k|u}} ) {{l|profession}} of {{l|Thief}} has a few additional nasty surprises, namely being invisible until spotted by your dwarves or {{l|domestic animal}}s, being able to bypass locked or forbidden doors, being armed with a real weapon, and some imperfect ability to avoid triggering traps (though some seem better at it than others).  {{l|Kobold}}s and {{l|goblin}}s are individually more dangerous than animals, but when spotted there's a special message, either &amp;quot;'''Protect the hoard!'''&amp;quot; or &amp;quot;'''Protect the children!'''&amp;quot;, as appropriate.&lt;br /&gt;
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:*'''Ambushes'''&lt;br /&gt;
::An {{l|ambush}} is a small number of enemies (less than ten) that are invisible until spotted, but are easier to spot than thieves.  The alert message is &amp;quot;'''An ambush! Curse them!'''&amp;quot;  They skulk around the outside of your fortress, unseen until they strike, looking for wandering dwarves or caravans entering or leaving.  They will often flee off the map if challenged.&lt;br /&gt;
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:*'''Siege'''&lt;br /&gt;
::A {{l|siege}} is a large number of armed and organized attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot;  While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. Some sieges bring dangerous creatures to aid the armed attackers.  If you are at {{l|war}} with a civilization, expect annual sieges at least.&lt;br /&gt;
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:*'''Enemy archers'''&lt;br /&gt;
::Attackers with {{l|bow}}s or {{l|crossbow}}s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
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:*'''Building destroyers'''&lt;br /&gt;
::Some creatures have the {{l|creature token|BUILDINGDESTROYER tag}} in their {{l|Raws|Raw file}}. This gives them the fearful capacity of tearing apart your doors and bridges and anything else, only excluding constructions built with the {{k|b}} + {{k|C}} keys.&lt;br /&gt;
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:*'''Flying animals'''&lt;br /&gt;
::Currently, without modding, the only flying creatures are wild animals, like the {{l|giant eagle}}. Being aware of their presence is often all you can do until they choose to come to you.&lt;br /&gt;
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:*'''Megabeasts'''&lt;br /&gt;
::A {{l|megabeast}} is a particularly powerful and dangerous creature, such as a {{l|dragon}} or {{l|hydra}}.  Megabeasts appear alone, with an alert message that mentions the beast by name. They often have unique characteristics which present unusual challenges, but are universally dangerous.&lt;br /&gt;
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:*'''Titans and Forgotten Beasts'''&lt;br /&gt;
::{{l|Titan}}s and {{l|forgotten beasts}} are similar to megabeasts in terms of size and strength, but are procedurally generated from random creature parts and may have procedurally generated special attacks (such as fire breath or web shooting) as well. Titans and forgotten beasts appear alone, with an alert message that mentions the creature by name. The two are very similar; titans attack from outdoors and forgotten beasts attack through underground caverns, but otherwise they present the same challenge. A titan from a benign biome will not attack your fort.&lt;br /&gt;
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:*'''War'''&lt;br /&gt;
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at {{l|war|war}} with anyone.  If so, things can get hot fast, with more and larger ambushes and sieges, and sooner.  This is unusual, but a nasty surprise if you didn't check.&lt;br /&gt;
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==Elements of a defense==&lt;br /&gt;
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Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles will work in DF that have worked in reality. Combine different elements into the defense you want.&lt;br /&gt;
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A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to Dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent {{l|caravan}}s and {{l|migrant}}s from arriving, will kill {{l|liaison}}s, and prevent any desired outdoor activities.  In addition, Dwarf Fortress players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.&lt;br /&gt;
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For this, you will need a more complicated defense than a passive ditch and walls.  One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are {{l|ballista}}e waiting to unload at unfortunate monsters in the field of fire.  The variations are infinite.&lt;br /&gt;
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===Physical layout===&lt;br /&gt;
These are the {{l|wall}}s, {{l|floor}}, {{l|fortification}}s and so on that create the towers and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements.  Creative use of layouts can achieve some quite satisfying results.&lt;br /&gt;
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For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.&lt;br /&gt;
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=====Terrain=====&lt;br /&gt;
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed.  Removing slopes can create safe, private terraces and valley walls that prevent all access.  Chasms and rivers (not brooks!) create hard barriers, but an open chasm or magma vent can be a source of dangerous creatures.  Small hills can serve as vantage points for archers (yours or theirs!), but if carved with stairs leading up from within, they can be quick strategic strongpoints.  Narrow valleys can become chokepoints for entrances, where your marksdwarfs can overlook any who come and go.  Augmented by constructions below, the terrain becomes your first option for defense.&lt;br /&gt;
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:Some players take quite a while before initially unpausing the game to look around and think about the terrain, planning their fortress entrance and envisioning basic defenses.&lt;br /&gt;
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=====Walls=====&lt;br /&gt;
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense.  Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build {{l|fortification}}s. &lt;br /&gt;
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=====Fortifications=====&lt;br /&gt;
:{{l|Fortification}}s are the marksdwarf's friend. They do not allow passage, but allow hand-held missile weapons to pass through, and are often placed on top of walls for tactical advantage.  Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no chance of the missile being blocked if the firer is adjacent to the fortification, with increasing chances as any distance increases.  Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, now they're adjacent too, and the fortifications will have zero effect.  Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy.  Fortifications have no effect on {{l|siege engine}}s.&lt;br /&gt;
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:Like Fortifications, Vertical {{l|Bars}} and Wall {{l|Grate}} will also allow projectiles to fire through them while impeding units' movement, but these constructions provide no defense - the missile fire works both ways equally.  Unlike Fortifications, Bars and Grates may be connected to a {{l|Lever}}, and opened or closed remotely - thus, they are good for forming a portcullis.&lt;br /&gt;
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=====Doors (&amp;amp; Hatches)=====&lt;br /&gt;
:{{l|Door}}s are the simplest way to keep an enemy out. (A {{l|floor hatch}} in this sense is just a vertical door, and in all ways works the same.)  Most creatures will be stopped by any door or hatch, though some others can smash them.  With a little tinkering, doors can be made 3 tiles wide or more, but this remains mostly for aesthetics without much practical use, as {{l|caravan|wagons}} will still not be able to pass them. You can {{l|forbid}} doors to keep (most) hostile {{l|humanoid|humanoid}}s and creatures out, and your dwarves in. &lt;br /&gt;
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:Additionally doors can specifically be closed only against animals, to keep beloved {{l|pet}}s from wandering into enemy fire (they may pile up at the door and use the chance to slip out with a dwarf). &lt;br /&gt;
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:Forbidding all doors and entrances breaks the pathfinding of enemies, making them lurk at the map border where they entered, which can be quite inconvenient in the case of an invisible ambush that then rushes at your fort in just the moment your civilian dwarves move out to, say, cut trees.&lt;br /&gt;
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=====Floodgates=====&lt;br /&gt;
:{{l|Floodgate}}, alone or in a line, may be used as removable walls, since they need no support and disappear when &amp;quot;opened&amp;quot; remotely, although using a wide drawbridge will be much more economical in terms of {{l|Mechanism}}s. (Be aware that {{l|Megabeast}}s can batter down both raised floodgates and drawbridges, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or confused animal.)&lt;br /&gt;
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:A floodgate can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.&lt;br /&gt;
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=====Moats=====&lt;br /&gt;
:Channeling a ditch is a fast and effective defense. The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too.&lt;br /&gt;
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:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design.  But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's &amp;quot;up&amp;quot;.  (This doesn't work with retracting bridges.)&lt;br /&gt;
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=====Bridges=====&lt;br /&gt;
:Bridges come in 3 forms - a permanent construction ''(a {{l|floor}} or top of a {{l|wall}} built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid &amp;quot;anchor&amp;quot; line of tiles at the base), and require a lever and two mechanisms to link them to be raised.  Permanent bridges can be designed or later modified to include the latter.&lt;br /&gt;
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:A retractable/raise-able {{l|bridge}} over a deep trench is a simple and almost air-tight defense - only flying creatures can pass it (''once the bridge is raised''). The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire for anything behind it. {{l|Channel}}s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next {{l|z-level}} down.  For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting {{l|bridge}} over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)&lt;br /&gt;
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:Bridges can throw creatures a distance (in a random direction) when the bridge is raised/retracted, possibly injuring them on landing. Creatures on top of drawbridges will be utterly destroyed if they are flush against wall and have a floor tile above them, as will anything, friend, foe or object, on a floor that is covered when the drawbridge is lowered. This offensive use of drawbridges is known as the {{l|Dwarven Atom Smasher|Dwarven Atom Smasher}}.&lt;br /&gt;
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:A drawbridge works as a door when &amp;quot;raised&amp;quot;, sealing the passage it raises against.  Consider this, as well as security from {{l|building destroyer}}s, when choosing the direction a drawbridge is to raise.&lt;br /&gt;
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:There are three important things to remember: 1) Always build the bridge to raise towards the ''inside'' (so it cannot be destroyed when raised), 2) the {{l|lever}} has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier, and 3) water can freeze solid in cold weather. Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.&lt;br /&gt;
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====Remote control====&lt;br /&gt;
:*'''Barriers'''&lt;br /&gt;
::If you link a {{l|lever}} to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if {{l|thief|thieves}} can bypass a closed door once it's linked to a lever or pressure plate.)  There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between between pulling the lever and the barrier responding.&lt;br /&gt;
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::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that &amp;quot;close&amp;quot; signal will be lost.  Any lever will have to be pulled twice more - to reset to &amp;quot;open&amp;quot;, and then to (try to) close again.  This is not the case with drawbridges, which crush anything and everything below them when they close.&lt;br /&gt;
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:*'''Automated barriers &amp;amp; traps'''&lt;br /&gt;
::You can automate a barrier or trap by using a {{l|pressure plate}} instead of a lever, but there are complications there.  Only &amp;quot;enemies&amp;quot; or wild creatures will trigger a pressure plate - your dwarves and tame animals can walk on it all day long.  Also, no device, trap or barrier, can be constructed in a tile where a pressure plate is - that is the only constructed object that can be there.  But with creativity, this can still be a powerful addition to your fortress defense.&lt;br /&gt;
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===Traps===&lt;br /&gt;
:''Full article: {{l|Trap design}}&lt;br /&gt;
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The most reliable way to stop intruders is lots of {{l|trap}}s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better.  However, be aware that vast numbers of traps have the potential to take some of the {{l|fun}} and challenge out of the game - use accordingly.&lt;br /&gt;
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There are several types of {{l|trap}}s that a {{l|mechanic}} can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using {{l|lever}}s or {{l|pressure plate}}s.&lt;br /&gt;
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Note that a few creatures and enemies have the &amp;quot;trap avoid&amp;quot; token, potentially negating this defense against them.&lt;br /&gt;
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===Military===&lt;br /&gt;
:''Full article: {{l|Military}}&lt;br /&gt;
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A {{l|sparring|trained}}, {{l|weapon|armed}}, and {{l|armor|armor}}ed {{l|military}} is the only way to bring the fight to the enemy.  Building defenses to keep them safe is easy - keeping military ready and in position is the tricky part. &lt;br /&gt;
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A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans through unknown dangers, or even to sally out and meet a sieging force ''mano a mano''.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost.  And while {{l|scheduling}} may make ordering an army easier, dwarves will not retreat under any circumstances, so keeping a lot of dwarves in a squad will help a lone dwarf when he picks a fight with three {{l|undead|zombie}} {{l|troglodyte}}s.  At best, an army should be considered supplemental for defending dwarves outside your fortress. See {{l|military design|military design}} for different options.&lt;br /&gt;
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===Animals===&lt;br /&gt;
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an {{l|announcement}} is generated and the game paused (even by wild animals!).  Most animals aren't strong enough to take more than one armoured goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves.  Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. '' &lt;br /&gt;
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Guard animals are a good second line of defense in open entrances after your traps.  A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond.  Also, the death of any animal will be {{lannounced}} (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some {{l|tame}}d animals will not fight goblins!)''&lt;br /&gt;
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Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.  Such an animal chained out on the far side of the map can alert you to ambushes that start there before they threaten your local dwarves.&lt;br /&gt;
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{{l|Restrain}} animals in narrow corridors (width 1 or 2), or in matched pairs against the walls of 3-wide corridors, preferably in places where enemy archers can't easily fire at them. &lt;br /&gt;
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===Siege engines===&lt;br /&gt;
:''Full article: {{l|Siege engine}}&lt;br /&gt;
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Siege engines take some planning to use effectively, and have a range of about 100 tiles compared to a crossbow's 20 or so.  Both catapults and ballistae can be very deadly, but both have their drawbacks -- they take time to reload and can only hit targets at the same z-level, and they are woefully inaccurate in the hands of unskilled operators or when loaded with low-quality bolts. Furthermore, they're manned by civilians, who will abandon their posts should the enemy get too close. See {{l|siege weapon|siege weapon}} for more on the ballistas and catapult.&lt;br /&gt;
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==Considerations==&lt;br /&gt;
Now you know what you might face, and what cards you have in your hand.  To that we add complications, things that make defense so much {{l|fun}}...&lt;br /&gt;
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===Surface jobs===&lt;br /&gt;
There are many times when dwarfs want to work on the surface. {{l|Wood cutting}}, {{l|gathering plants}}, {{l|hunting}}, {{l|fishing}}, {{l|mining}} exposed {{l|vein}}s or {{l|gem}}s, building defenses or other structures, {{l|grower|growing}} above-ground {{l|crop}}s, {{l|Health care|helping wounded comrades}} or recovering dropped items are only the most likely. Often they are alone and vulnerable to {{l|creature|wild beasts}} or {{l|ambush}}es.&lt;br /&gt;
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{{l|Burrows}} are one option to handle civilian eagerness, but only {{squads|soldiers}} can currently be broken up by burrow - civilians are all grouped into the same category, so when you try and restrict civilians to one burrow to stop them going outside, you'd better take the time to make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area the vaster the project, the further your dwarves will be from existing defenses, and another example of dwarves working above ground. &lt;br /&gt;
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Making smaller enclosures in key areas with underground tunnels leading to them can be easier as a first step.  Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.&lt;br /&gt;
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* '''Lock the front doors.'''It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.&lt;br /&gt;
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* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as {{l|forbidden|forbidden}}. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
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* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard {{l|stockpile|stockpile}}s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing {{l|coffin|coffin}}s stops burials as well. &lt;br /&gt;
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* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
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===Water sources===&lt;br /&gt;
Access to {{l|water}} can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a {{l|well}} or cistern your dwarves can use safely. Remember to keep an extra {{l|bucket}} or two available.&lt;br /&gt;
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Some water sources are good locations for {{l|fishing}}, providing food during longer sieges.&lt;br /&gt;
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===Civilians trapped outdoors===&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy, and the enemy ''will'' find them. Having more than one entrance can be useful here, but each requires adequate defenses - the weakest link and all that.  If you make these entrances accessible by drawbridge only, with a (short) moat outside that, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
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===Trade depot &amp;amp; caravans===&lt;br /&gt;
Factoring in a 3-tile wide access to the {{l|trade depot}} adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and they can arrive in the middle of a {{l|siege}}. If they do, they can be slaughtered before reaching your doors, and that hurts you, (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items.)  Consider sending heavily armored escorts when expecting a caravan.&lt;br /&gt;
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Only {{l|wagon}}s need a three tile wide path to the depot, so the {{l|elf|elves}} and some of the dwarven and human merchants can still get through if it's only 1-tile wide. You will possibly want to build the depot underground, so civilian dwarves can access the depot and goods. Wagons can't use stairs, so you need a three-tile {{l|ramp}}, unless you can dig into the face of a cliff.&lt;br /&gt;
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===Branching corridors===&lt;br /&gt;
Enemies will take the most direct path to your fortress, (even if it's not very direct at all). You can use this to your advantage.  Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
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Alternately, you can have a primary, convenient, direct 3-wide path to your fortress open most of the time, with a convoluted detour that is forced (by drawbridges) only during sieges, lined with traps and overseen by marksdwarves.  The possibilities are infinite.&lt;br /&gt;
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===Levers===&lt;br /&gt;
Be careful where you place the {{l|lever}}s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a {{l|meeting area}} or bedrooms of {{l|nobles}} is often a good plan.  Make sure that the entire path to each lever is {{l|underground}} or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time. &lt;br /&gt;
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Another solution to the problem of rapid response time is to make your lever room double as a {{l|Screw pump|pump}} room.  Pumping is a good way to build up your dwarves' {{l|attribute}}s regardless of whether the pump is doing work or not.  If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
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For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial {{l|waterfall}}s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
Use {{l|Notes}} to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, dangerous!)  Color code your levers with different color {{l|mechanism}}s if that works for you.&lt;br /&gt;
&lt;br /&gt;
==General Suggestions==&lt;br /&gt;
&lt;br /&gt;
===First concerns===&lt;br /&gt;
&lt;br /&gt;
====Pre-embark decisions====&lt;br /&gt;
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.   If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe.  Picks make decent weapons, and a dwarf with the proper mix of {{l|ambusher}} skill starts with a free equipment - a suit of leather armor, a {{l|crossbow}} and several dozen steel {{l|bolt}}s.  A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few {{l|bauxite}} can't hurt) allows you to make immediate workshops even before your miner has swung her pick.  While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.&lt;br /&gt;
&lt;br /&gt;
For most starts, unless your embark location is very close to the mouth of an open {{l|volcano}} or you are starting in an {{l|evil}} biome ''(and that is only recommended for experienced players, so why are you reading this?)'', there should be no serious immediate threats.  Unless you are at {{l|war}} with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest.  So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.&lt;br /&gt;
&lt;br /&gt;
====Striking the earth====&lt;br /&gt;
First, look around.  At the terrain, at the animals present.  Scan the {{k|u}} menu before un-pausing the game at the start, and regularly.  More animals will enter the map, constantly and without warning, so keep an eye on visitors.&lt;br /&gt;
&lt;br /&gt;
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft.  Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later.  Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress.  Balance convenience against your long-range plans and visible threats. &lt;br /&gt;
&lt;br /&gt;
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff.  A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end.  It gives you time to prepare your military.  However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it.  Entrances vary from a few tiles to a many dozen.  Start with something smaller for now, but plan on how to develop the entrance you want later.&lt;br /&gt;
&lt;br /&gt;
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers.  Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.)  Using some of the principles above, it might look something like this...&lt;br /&gt;
&lt;br /&gt;
       #####################&lt;br /&gt;
  (a)  ?  (-trap      .....#&lt;br /&gt;
       ?     area-)   .   .# (A's/SE)&lt;br /&gt;
       ################....#&lt;br /&gt;
                      #    #&lt;br /&gt;
                      #D  D#&lt;br /&gt;
                      #    # &lt;br /&gt;
                   &amp;lt;Inner Fortress&amp;gt;&lt;br /&gt;
                        &amp;lt;sub&amp;gt;(Not to Scale)&amp;lt;/sub&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
        (a)   = bait animal, on {{l|restrain}}t&lt;br /&gt;
         #    = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels&lt;br /&gt;
         ?    = ramp up, drawbridge, moat, defensive structures, or combination of all&lt;br /&gt;
        traps = mechanic's traps and/or complex death traps, as you wish.&lt;br /&gt;
        ....&lt;br /&gt;
        .  .  = area open to sky, to prevent &amp;quot;dwarves staying inside&amp;quot; from archers outside entrance&lt;br /&gt;
        ....&lt;br /&gt;
         D    = wardog on {{l|restrain}}t&lt;br /&gt;
      (A's/SE)= future site for archers and/or {{l|siege engine}}s (planning ahead)&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
The above might be longer or shorter, partially or entirely above or below ground, or have more turns.  The &amp;quot;inner fortress&amp;quot; might only be a Trade Depot, with another similar entryway behind that.  Instead of the turn, it might drop a level and dive below the sight of the Siege Engines. Since the first caravan won't arrive for at least 6 months, you can dig a 1-tile wide tunnel for now, or a staircase, and then dig out to another location for a more formal entrance.  This is only a very rough, very simple example of combining possibilities.&lt;br /&gt;
&lt;br /&gt;
====It's mine!====&lt;br /&gt;
Consider how you will secure your valuables, your entrance, and any land you want to claim as &amp;quot;dwarf only&amp;quot; - by channeling, removing the slopes from nearby hills, maybe walls?  At first, consider including at least enough above-ground terrain for any {{l|farm plot}}s and {{l|meeting area}}s.  This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map.  Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly.  Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard &amp;quot;gate&amp;quot; that you can open and shut until you have a {{l|mechanic's workshop}} and some {{l|mechanism|mechanism}}s for levers, to link to a {{l|drawbridge}}.&lt;br /&gt;
&lt;br /&gt;
====Inside vs. outside====&lt;br /&gt;
Not &amp;quot;above ground&amp;quot; vs &amp;quot;subterranean&amp;quot;, but the border where the inside of your fortress starts, what you claim as &amp;quot;yours&amp;quot; vs &amp;quot;out there&amp;quot;.  Some fortresses just have one main gate, some try to own the entire map.  Some have an &amp;quot;airlock&amp;quot;, a middle ground (remembering multiple, layered defenses!) where a Trade Depot is kept, that visitors can access and is protected, but then a deeper, even more secure inner fortress - think of a castle courtyard - inside the walls but not yet inside the castle itself.  A safe zone for friends, still unfriendly for enemies but taking extra precautions against full intrusion.&lt;br /&gt;
&lt;br /&gt;
This can be above ground or deep underground, a direct line or a maze of z-levels - that's all up to you, how much work you think &amp;quot;security&amp;quot; is worth.  Hey, it's not like ''you'' have to do the heavy lifting.&lt;br /&gt;
&lt;br /&gt;
That line of defense - any line - can be passive (walls and barriers and traps only) or active, with military, either on permanent duty or with stations to report to when activated.  Remote controlled bridges create movable walls and closed gates or open hidden moats to reroute visitors, enemies and/or your dwarves depending on the situation, so there is no one &amp;quot;configuration&amp;quot;, but several different options all side by side.  &lt;br /&gt;
&lt;br /&gt;
====Mechanic's traps====&lt;br /&gt;
Traps are a good friend for the starting player.  We're talking the simple traps that a mechanic places - complex death traps are up to you.  Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone.  When goblins show, they can number less than a dozen to start, but grow over time.  Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there.  But lead your target - count on the next attack being larger than the last.&lt;br /&gt;
&lt;br /&gt;
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat &amp;amp; etc from those corpses, just not breeding stock.)&lt;br /&gt;
&lt;br /&gt;
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, {{l|weapon trap}}s will become attractive. There is no hard rule or formula for all this - be creative.&lt;br /&gt;
&lt;br /&gt;
====Complex traps====&lt;br /&gt;
Between levers, pressure plates, water and magma, much fun can be had.  But this article won't deal with any specifics. (See {{l|Trap design}} for those.)  We will say - plan ahead.  Think about what you might want to do, and leave ample room for it, in all 3 dimensions.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away.  If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip.  Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas.  When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See {{l|Military design}} for a more complete discussion on planning and deploying military and militia.&lt;br /&gt;
&lt;br /&gt;
==Different philosophies==&lt;br /&gt;
There are many, ''many'' ways to play DF. Some players play hard and tight, and some fast and loose. Some take no risks and protect every last dwarf and cat, and others happily leave a highway of dwarf and animal bodies for the next immigration wave to follow.  Some live for the slaughter of ascii goblins, and others for the mega-project.  No one &amp;quot;defense&amp;quot; will serve everyone's tastes.&lt;br /&gt;
&lt;br /&gt;
===Losing is fun===&lt;br /&gt;
There is no final &amp;quot;win&amp;quot; in Dwarf Fortress, no end point or Easter egg that says &amp;quot;Congratulations!&amp;quot; - it just keeps going, until, inevitably and unavoidably, you will lose.  That's part of the game.  So it's all about how you play until then, and finding your type of fun in that process.  &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Fun&amp;quot; vs. security===&lt;br /&gt;
It's not hard to create an acre of traps that, realistically, simply no threats can survive.  If you want to pursue a megaproject (that is not a defensive trap) in peace and security, this may be a good plan.  However, if you look forward to the military end of things, then you want to allow, or at least be able to invite combat at your choosing.  New players are recommended to use the hall-of-traps entryway, at least to start. Many experienced players challenge themselves by limiting their use of simple traps, or other voluntary handicaps.  It's all about what you think is {{l|fun}}.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:&lt;br /&gt;
:*{{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=93000</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=93000"/>
		<updated>2010-04-15T04:21:01Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Basic Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is {{L|fun}}!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying {{L|skill}}s and items, and playing the first month or so. Setting game initialization options is covered in {{L|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.  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;
It all starts here. The first thing to do when starting Dwarf Fortress is to {{L|World generation |create a world}}. Later on, you may wish to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.&lt;br /&gt;
&lt;br /&gt;
The engine will start to create the world--watch it unfold! You might notice that worlds are rejected, sometimes even after the generator begins running rivers and lakes. This is normal, as the generator seeks a world which meets the criteria for optimum Dwarven {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
Generating a standard random world can take several minutes. You can speed things up by selecting ''Design New World with Parameters'' instead of ''Create New World Now!'' and setting a smaller world size. These worlds tend to be less interesting and less replayable, but work well if you want to try new things.&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world you will return to the main screen and there will be a new option, &amp;lt;tt&amp;gt;Start Playing&amp;lt;/tt&amp;gt;. Upon selecting that you can choose the game mode - {{L|Dwarf fortress mode|Dwarf Fortress}}, {{L|Adventure mode|Adventurer}}, or {{L|Legends}}. This article is written with respect to Fortress mode.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|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;
=== Useful location traits ===&lt;br /&gt;
&lt;br /&gt;
[[Forest]]:  Many parts of the game are dependent on creating wood items, so if you choose a location without any trees, the game will be more {{L|fun}} (aka more complex).&lt;br /&gt;
&lt;br /&gt;
[[Water]]: {{L|Wound}}ed dwarves require water to drink, so having a water source near your first fortress so your injured don't die of thirst will be helpful.&lt;br /&gt;
&lt;br /&gt;
[[Animals]]: Some {{L|biome}}s will have fewer animals to hunt for meat to feed your dwarves, so tropical and temperate biomes might be simpler. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
So long as you have at least one world without an active game, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Select &amp;quot;Dwarf Fortress&amp;quot; and you'll find a four-section window:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other {{L|tilesets}} are available]]&lt;br /&gt;
&lt;br /&gt;
Going from left to right, these windows represent:&lt;br /&gt;
*The local map. The black box represents the area that your fortress will occupy if you decide to embark. The blue line is a stream, the green icons represent forests and swamps, and the gray triangles are mountain slopes.&lt;br /&gt;
*The regional map. This is like zooming out from the local map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue lines are minor rivers.&lt;br /&gt;
*The world map. This is zooming out all the way. The yellow X represents the approximate position of the region.&lt;br /&gt;
*Information about the area that the black box is occupying. More on this below.&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. Note that using {{k|Shift}} can cause the key to get &amp;quot;stuck&amp;quot; - press it again to cancel.&lt;br /&gt;
&lt;br /&gt;
You can move around the local map with these keys:&lt;br /&gt;
   {{k|u}}&lt;br /&gt;
 {{k|h}}  {{k|k}}&lt;br /&gt;
   {{k|m}}&lt;br /&gt;
&lt;br /&gt;
You cannot directly move around the world map. Movement across the world map is shown relative to your movement on the region map. In world generated with the default settings, each square of the world map contains several squares of the region map.&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;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display the ''biomes'', ''civilizations'', and ''geology'' of the local area.&lt;br /&gt;
&lt;br /&gt;
====Biomes screen====&lt;br /&gt;
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:&lt;br /&gt;
* '''[[Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of {{L|water}} going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Amount of [[tree]]s, and [[plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for {{L|wood}}, which is a critical, if small, part of your fortress.  You can import lots of it from {{L|trading|caravan}}s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the {{L|plant gathering}} skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  {{L|Plant}} density is not very important.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Surroundings]]''': This gives you a basic image of the local fauna and flora.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[tree]]s and [[plant]]s you will find, in addition to indicating the [[animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is. The meaning of each of the descriptions is as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;color:black; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Calm'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;| ...&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Good'''&lt;br /&gt;
|Serene&lt;br /&gt;
|Mirthful&lt;br /&gt;
|Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Neutral'''&lt;br /&gt;
|Calm&lt;br /&gt;
|Wilderness&lt;br /&gt;
|Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Evil'''&lt;br /&gt;
|Sinister&lt;br /&gt;
|Haunted&lt;br /&gt;
|Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Good'' zones tend to have benign mythological creatures, like the {{L|unicorn}} (which can be incredibly dangerous, but only if provoked), while ''evil'' areas have a multitude of {{L|undead}} and some of the most vicious {{L|creature}}s in the game, which need no provocation to tear your dwarves limb from limb.  For your first fortress, stick to a ''neutral'' or ''good'' alignment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Major land forms''': A last field, which will not always be full, will mention things you should know about, like {{L|river}}s.  Rivers provide an unlimited source of {{L|water}}, but can be home to dangerous fish like the {{L|longnose gar}} and {{L|carp}}.  Still, though, the benefits generally far outweigh the risks.  {{L|Volcano}}es are also noted here, one of the only guaranteed ways to get {{L|magma}}.  Magma makes a few things a lot easier, but it is dangerous to work with and must be handled very carefully because of the {{L|fire imp|horrible}} {{L|magma man|creature}}s that come out of it.  Not critical, especially not for your first time out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you'll be looking at a place with more than one {{L|biome}} in the same selected square.  You can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of biomes.  In the picture above, we are looking at the mountain in the center, which is cold and has no trees or plants because it's too high up for those things to grow.&lt;br /&gt;
&lt;br /&gt;
====Civilization screen====&lt;br /&gt;
These are nearby {{L|civilization}}s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.&lt;br /&gt;
* '''[[dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere ''without'' dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most {{L|noble}}s from coming to your fort, which will stop the {{L|dwarven economy}} from ever being activated.  You may also not get a {{L|liaison}} with your dwarven caravan from which to request goods.&lt;br /&gt;
* '''[[Humans]]''': Humans are almost always friendly, and love {{L|trade}}.  They send {{L|liaison}}s to let you request goods and are generally a huge boon to any fortress.&lt;br /&gt;
* '''[[Elves]]''': Elves are usually friendly and make fair trading partners, but have a {{L|Trade#Elves|particular ethos}} about trading.  They do not send a trade {{L|liaison}} and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.&lt;br /&gt;
* '''[[Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send {{L|siege}}s after your fort reaches 80 dwarves.  {{L|Trap}}ped entrances, {{L|Dog#War_Dogs|war dog}}s, and eventually a {{L|military}} will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.&lt;br /&gt;
* '''[[Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.&lt;br /&gt;
&lt;br /&gt;
====Elevation screen====&lt;br /&gt;
Relative {{L|Z-axis|elevation}}. This is a normal topographic map that you're used to from real-life maps.  It just gives you an idea of the lay of the land.&lt;br /&gt;
&lt;br /&gt;
====Slope screen====&lt;br /&gt;
{{L|Ramp|Slope}} steepness. This shows you where large cliffs are. Be advised that {{L|cliff}}s of elevation 4 or more mean taller maps, which take significantly more computer power to run. On the other hand, many find completely flat embark sites to be dull -- a good elevation map contains lots of low elevation changes ranging from 1 to 4. However, choosing areas partly or entirely above the tree line gives you much more stone, ore, and gems to work with, and the hills even provide decent protection against invaders, especially if you start removing natural ramps. It's your choice in the long run, particularly if you don't really care about performance.&lt;br /&gt;
&lt;br /&gt;
====Embark alerts====&lt;br /&gt;
When you're satisfied with your area and hit {{k|e}} to embark, you may get some alerts about being in a very difficult area, or about an {{L|aquifer}}.  Aquifers can make it frustrating to get started, so if you are alerted about an aquifer, seriously consider moving somewhere else for your first fortress.  After you have the basics down, tackling an aquifer is much easier.&lt;br /&gt;
====Location recap====&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:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try to get a temperate or warm climate, since extreme temperatures are more difficult.&lt;br /&gt;
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.&lt;br /&gt;
* ''Neutral''-aligned {{L|surroundings}} are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.&lt;br /&gt;
* Running water ({{L|river}}s, streams, and {{L|brook}}s) are a permanent source of {{L|water}}. {{L|Murky pool}}s and [[underground pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.&lt;br /&gt;
* {{L|Human}}s and {{L|Elf|elves}} are friendly, so an area they have access to is nice.&lt;br /&gt;
* {{L|Magma}} is cool (hah!), but not critical.&lt;br /&gt;
* Areas with {{L|aquifer}}s require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
** If you insist on starting in an area with an aquifer, read up on the dangers of aquifers, and, if at all possible, choose an embark site that includes an aquifer-less {{L|biome}}.&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!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information on specific game mechanics such as {{L|sand}}, {{L|flux}}, and how to find {{L|iron}}, check {{L|Stone layers|this page}}.&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.  This is the size of the game field you're playing on.  Advantages of requesting a large local area include more raw materials, greater diversity of {{L|Stone|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 (larger areas require more CPU power), higher likelihood of merchants failing to reach your {{L|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 {{L|Mining|mine}} many levels deep into the ground, 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|u}} {{k|m}} {{k|k}} or {{k|h}} keys.&amp;lt;br&amp;gt;&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, or one with an {{L|aquifer}}.&lt;br /&gt;
&lt;br /&gt;
==Buying skills and items==&lt;br /&gt;
After you embark, you're given the option to either start immediately or prepare for the journey carefully.  You should pretty much always prepare carefully if you enjoy staying 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 {{L|starting builds}} page offers several examples for you to choose from.  Here, we are only going to discuss some basics that help you understand enough to make your own decisions.  The embark screen opens up on the ''skills'' screen, and can be changed to the ''items'' screen by pressing {{k|TAB}}.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
In Dwarf Fortress, it's not what you have, it's who you have.  Skilled dwarves are the cornerstone of everything, from domestics to security, so it's extremely important to embark with good people.&lt;br /&gt;
&lt;br /&gt;
As you will see in this screen, you have 7 dwarves, all with 10 points to put toward starting skills.  We will want to use all 10 of the points on all 7 of the dwarves.  By default, you won't have enough ☼ to do this, so hit {{k|TAB}} to go to the items screen and hit {{k|-}} over the ''Steel battle axe'' line to give subtract one.  This should give you enough ☼ to assign all your skills.  You can only spend 5 of the 10 points in any one skill, making the maximum skill level upon embark ''proficient''.  This makes a total of 14 ''proficient'' skills, or a larger number of lower skill levels.&lt;br /&gt;
&lt;br /&gt;
In a fledgling fortress, the 4 indispensable jobs are {{L|mason}}, {{L|miner}}, {{L|grower}}, and {{L|Carpenter|carpenter}}.  A good beginning strategy is to embark with at least 1 dwarf being ''proficient'' in these 4 skills.  Many people choose to double up on proficient miners and growers, since mining and farming are both pretty big jobs.&lt;br /&gt;
&lt;br /&gt;
Other useful skills to consider:&lt;br /&gt;
* '''[[Cook]]:''' Cooks make prepared meals in the {{L|kitchen}}, which helps you manage your food stock space.  Well-prepared meals are also valuable {{L|trade}} goods, and make dwarves happy when eaten.  Highly skilled cooks make better meals, and prepare meals faster.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brewer]]:''' Brewers make {{L|Alcohol|booze}} in the {{L|still}}.  Dwarves being dwarves, they need alcohol to operate at peak efficiency, and highly-skilled brewers make better tasting booze and finish brewing faster.  Dwarves get happier when they drink good booze.&lt;br /&gt;
&lt;br /&gt;
* '''[[Herbalist]]:''' Herbalists gather food and seeds from {{L|shrub}}s in the local area.  Skilled herbalists pick faster and come away with far more food.  Where an unskilled herbalist will come away with one {{L|wild strawberry}} or none at all, a proficient herbalist will often pick 3 or 4, and sometimes 5.&lt;br /&gt;
&lt;br /&gt;
* '''[[Woodcutter]]:''' Woodcutters fell {{L|tree}}s for use by {{L|Carpenter|carpenter}}s.  Highly skilled woodcutters fell trees much faster.  However, since you don't need that much wood, you can get away with a normal (no tag) woodcutter just fine.&lt;br /&gt;
&lt;br /&gt;
* '''[[Mechanic]]:''' Mechanics build and use {{L|mechanism}}s, which have myriad uses in {{L|trap}}s, {{L|lever}}s and some {{L|Machine component|machine}}s.  Highly skilled mechanics finish installing mechanisms much faster, and the mechanisms they build are of higher quality.  However, the quality of the mechanism primarily matters to beginning players for its {{L|trade}} value, and in early fortresses the need for mechanisms is usually so small that any dwarf can pick it up and handle it well enough.  Still, a solid choice, especially if you like {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
* '''[[Armorsmith]], [[Weaponsmith]]:''' These become very important quickly if you want even decent weapons and armor and are annoying to train up from scratch.&lt;br /&gt;
&lt;br /&gt;
* '''[[Siege engineer]]''' is not useful at all in an early fortress, and far from ever being essential, but training an unskilled dwarf in it requires a lot of material and time.&lt;br /&gt;
&lt;br /&gt;
* '''Military skills ([[Wrestler]], [[Axedwarf]], [[Hammerdwarf]], etc):''' Early on, it's unlikely that you'll need these, since there's generally very few things that will bother a band of dwarves who aren't hurting anyone, but certain places, such as those with a {{L|chasm}}, will have hostile creatures around.  In these areas, you may consider giving your woodcutter the Axedwarf skill so he can use his chopping axe as a weapon. A miner can &amp;quot;pinch-hit&amp;quot;, since the {{L|Mining}} skill also covers wielding a pick in combat, but the dwarves don't understand this yet, so a drafted miner will get unhappy {{L|thought}}s.&lt;br /&gt;
&lt;br /&gt;
* '''Social skills ([[Appraiser]], [[Judge of Intent]], [[Consoler]], etc):''' Putting these on one dwarf will make them a shoo-in for the Expedition Leader slot, and ranks in Appraiser and Judge of Intent will make interacting with the first caravan much easier.  However, even if you don't train this at all, some persistence in trading with the first caravan will level your leader up enough to trade with the second caravan like a champion.&lt;br /&gt;
&lt;br /&gt;
Once again, examples can be found in the {{L|starting builds}} page.  What you bring is incredibly dependent on your play style, though.  Some people think bringing Mechanics along is a total waste of time, others consider them indispensable.  Some people like having skills that aren't even on this list, like {{L|Leatherworker}}.  Read the starting builds, ask questions, and explore!  Who cares if your first idea doesn't work out after playing an hour?  Restarting is easy and ''losing is fun''.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Now that we're done with assigning skills, hit {{k|TAB}} to go over to the item screen.  Item worth is another extremely situational thing, and you'll find as many opinions as there are Dwarf Fortress players as to what is good to bring.  Once more, it depends VERY heavily on your play style.  Again, {{L|starting builds}} can provide some good example reading.  This section will only cover the basics and give you enough information to make your own decisions.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
You'll need a couple of finished tools to get yourself started.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''[[Battle axe]]s''':  Every {{L|Wood cutter|Woodcutter}} needs an axe. Steel battle axes are the only type you can purchase on this screen, and they're expensive. You might want to bring just one, unless you expect to need a lot of lumber and/or axedwarf muscle.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''[[Pick]]s''': Likewise, {{L|Miner}}s need picks.  All picks work equally well, their material only determines the damage they do in combat.  Thus, copper picks are the budgeting dwarf's choice, at a paltry 20☼ each.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;'''[[Anvil]]''': One of the big questions to ask yourself is whether to bring an anvil on embark.  It's extremely expensive at 1000☼, but to start a {{L|metal}} industry, you will either have to start with one or request and purchase (or steal!) one from a [{L|trading||caravan}} somewhere down the line.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Generally, if you are going to a very mountainous area where you're likely to see lots of ore and you want to be able to make use of it right from the get-go, bring an anvil.  If you're going to spend a few years getting your fortress established before worrying about metal production, drop it and bring more raw commodities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;One occasional problem is that axes and picks are absent entirely.  If this is the case (or you just don't want to spend all that money), you can bring the materials to {{L|make your own weapons}}.&amp;lt;/p&amp;gt;&lt;br /&gt;
* If you want to save points and smelt the ore yourself, take copper nuggets instead of copper bars, and use the smelter to convert the ore into copper bars.&lt;br /&gt;
* A good alternative ore to bring along, and not much more expensive, is {{L|tetrahedrite}} - when {{L|Smelter|smelt}}ed, it yields one copper bar with a 20% chance of an additional {{L|silver}} bar each.  Silver is a good metal for {{L|metal crafter}}s, or you can have an unskilled worker forge a practice weapon out of silver for training - silver is tied with wood for the safest material for practice weapons, and you have to trade with elves for wooden ones.&lt;br /&gt;
* Other mixes of ores, to create bronze or bismuth bronze, etc, are possible - as you learn about the game you'll decide what works best for you, and in what starting situations.&lt;br /&gt;
*Fuel and metal in hand, deconstruct the smelter (if needed; {{k|q}} to highlight, then {{k|x}} to deconstruct), and construct a {{L|metalsmith's forge}}.  Make sure someone has {{L|weaponsmith}}ing on.  After the forge is up, order it to make the axes and picks you need.  Deconstruct the forge when you're done and enjoy your new tools, hopefully with {{L|quality}} modifiers!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raw materials====&lt;br /&gt;
As it was briefly covered above, sometimes it makes more sense to bring a lot of raw materials than some finished goods.  Raw materials are a lot cheaper than finished goods, and so long as you invest heavily in your dwarves' skills (which you should!), you can probably make better quality stuff, anyway.&lt;br /&gt;
*'''[[Stone]]''': Only bring this if you're trying to build some of your tools on the spot, as noted above.  Otherwise, you will get stone coming out of your ears once you start mining.&lt;br /&gt;
*'''[[Metal]]''': Generally not recommended.  However, if you're expecting trouble and you're bringing an anvil, bringing many bars of {{L|iron}} and {{L|charcoal}} in lieu of a {{L|Dwarven weapon#Battle_axe|battle axe}} can be a big boon.  If your dwarves can get to a spot that gives them a breather, a proficient {{L|weaponsmith}} or {{L|armorsmith}} could stamp out high-quality goods to give your dwarves a better fighting chance.  This is a pretty advanced trick to pull off, though, so don't try to pull it if you're not confident.&lt;br /&gt;
*'''[[Wood]]''': Wood is a bargain at only 3☼ per log, and the 100 logs you can bring in exchange for a steel battle axe will last you a long time.  This is a great technique for making {{L|Wood cutter|Woodcutter}} unneeded in the early game, but you need to budget your wood use for the first year very carefully.  When you're out, you're out!&lt;br /&gt;
*'''[[Leather]]''':  Leather is cheap at 5☼ per for the cheapest.  Bring a few to make extra bags for gathering plants - don't worry if you don't have a {{L|leatherworker|leather worker}}, you don't much care about a quality multiplier for bottom-value items like leather bags.  If you are going to make your own leather armor (early or later), consider bringing someone with leather working skill.&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
Easily the most important part of your preparation is what you're going to eat, drink, and plant once you get on site.  Without food and booze, you're not going much of anywhere.&lt;br /&gt;
*'''[[Food]]''': Most food comes at a mere 2☼ per unit, and 8 units will feed 1 dwarf for a year.  Bringing a year of food will give you a good cushion to getting your farms working, so aim for about 60 food if you can.  If you must cut back, though, 40 will be fine if you make your farms an early priority.  The best food staple to bring along is {{L|turtle}}.  Turtle produces {{L|shell}} and {{L|bone}}s when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.  Further, shell is a common request for {{L|strange mood}}s and is a pain to produce, so getting some early could save yourself a failed mood and a dead dwarf.&lt;br /&gt;
*'''{{L|Alcohol|Booze}}''': Dwarves drink twice as often as they eat, and they always want to down some alcohol if at all possible.  They also like different kinds of alcohol.  Bring twice as much booze as you bring food, and divide it evenly among the 4 types of alcohol you can take (dwarven wine, dwarven beer, dwarven ale, dwarven rum). Even more nifty, check the booze preferences of your 7 dwarves on embark and allocate the 4 kinds accordingly. Plump helmets (wine) and pig tails (ale) are fast growing, so you might take less of those, particularly if no dwarf has a preference for them. Too much booze is a real barrel hogger but this problem is far off. More booze is better 99% of the time.&lt;br /&gt;
*'''[[Seeds]]''': Your farms have got to start somewhere.  Definitely bring along {{L|plump helmet|plump helmet spawn}} (for food and booze) and [[pig tail]]s (for cloth ropes and booze variety).  How many you bring is dependent on how big you want your initial farms to be.  5 of each is plenty to feed your initial dwarves, and you will get more seeds any time the plants are consumed in any way ''except cooking''.  You may want to use the {{L|kitchen}} menu to disallow cooking of plump helmets until you have a healthy supply of seeds.  Or, alternatively, just don't make any prepared meals until you've got a healthy supply of seeds.  The other seed types require a lot more labor to use properly, and should probably wait until you have more dwarves in the fortress.  You can buy seeds from the dwarven caravan for almost nothing, but if you want a greater variety along, go for {{L|Quarry bush|rock nuts}}.  The {{L|quarry bush}} that sprouts from it produces the greatest space to yield ratio in the game.  Eventually, though, you should be planting all 6 of the underground {{L|crop}}s at least.&lt;br /&gt;
&lt;br /&gt;
Food and booze are stored in {{L|barrel}}s, with each type in its own barrel.  Since barrels have a 10-unit capacity, you can get a lot of free barrels by starting with many, many kinds of food in quantities which end in 1.  Barrels are important, and usually need wood to make, so it's worth it to use this quirk while you can by starting with at least one unit of every type of food.&lt;br /&gt;
&lt;br /&gt;
Seeds are stored in {{L|Container||bag}}s in multiples of 100, also by type. Bags are cheap and easy to make, and not as important as barrels, since making cloth bags is a good way to train up your {{L|clothier}}, so it's not recommended to spend the extra to get 1 free bag.&lt;br /&gt;
&lt;br /&gt;
====[[Domestic animal|Domestic Animal]]s====&lt;br /&gt;
Not only dwarves live in your fortress, after all.&lt;br /&gt;
*'''[[Dog]]s''':  Dogs are dwarf's best friend.  They can be trained into {{L|Dog#Hunting_Dogs|hunting dog}}s or {{L|Dog#War_Dogs|war dog}}s, require no food or maintenance, and make good pets for your dwarves.  Always bring at least 2.  Genders alternate when picking them up, so 2 will give you a breeding pair that will have more puppies freely.  They make fantastic security early and fantastic dwarfsaving distractions later on.  Dogs will happily lay down their lives to protect their master, which is huge when it means one of your best legendary dwarves is running away from an angry {{L|goblin}}.&lt;br /&gt;
*'''[[Cat]]s''': Cats provide a wonderful function in controlling {{L|vermin}} in the fort.  Vermin can make your dwarves extremely unhappy, so some cats are more or less a requirement.  The largest problem with cats, however, is that their population is very difficult to control.  Cats will choose their own owners (without the dwarf in question's consent), and after they've done so, you cannot order them butchered to control their numbers.  The resulting {{L|catsplosion|population explosion}} can clutter hallways and murder your framerate.  The best thing to do is to put all stray cats and kittens in a {{L|cage}} (one will hold them all).  You can then butcher them without running the risk of the cats adopting dwarves before the butcher gets around to them, and if vermin start to get out of hand, you can always release one or two to help.  If you want vermin control from the start, bring just ONE cat so it cannot breed and cause a population problem early.  However, immigrants will very commonly bring their pet cats to the fortress, so if you can live with vermin early, you'll likely get a cat for free within a year.  Or, be prepared to cage and slaughter them aggressively for meat and hides - that can work too.&lt;br /&gt;
*'''Beasts of burden (horses, muskoxen, cows, donkeys, &amp;amp; mules)''': You get two of these for free when you start the game - each one random as to sex and the five possible species (and mules don't breed).  Unlike cats, dwarves must choose to adopt beasts of burden, which they won't do unless you let them to do so (in z-&amp;gt;animals menu).  That's fairly rare, so the vast majority of the beasts of burden in your fortress will stay strays. Many immigrants may bring useless animals with them though - as they are adopted already you can't butcher or cage them, but they can still help start a breeding program for meat, hides and bones.  You can also trade later for whatever the caravans bring. All newborns belong to the fortress, so you can do what you want with them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once again, check the {{L|starting builds}} page for more ideas, read the pages linked above, and experiment.  The learning process is half the fun in Dwarf Fortress; enjoy it!&lt;br /&gt;
&lt;br /&gt;
==Game on!==&lt;br /&gt;
We've chosen an area, selected our supplies, and we're ready to play.  The game opens with your dwarves huddled around the wagon they used to get here.&lt;br /&gt;
==Gameplay overview==&lt;br /&gt;
This section will deal with the tasks you'll need to tackle in your first year of gameplay.  These tasks are ''selecting a dig site'', ''building workshops'' (and ''marking stockpiles''), ''building lodging'', ''starting farms'', and ''trading''.&lt;br /&gt;
===Selecting a dig site===&lt;br /&gt;
You'll have to decide where you're going to dig in and start your fortress.  You should consider the natural formations of the surrounding area when deciding where you want your main entrance.  Ideally, there should be one way in and one way out.  This one way should be fairly sizable, to pander to {{L|Trading|caravans}} and {{L|traffic}}.  Proximity to a good {{L|water}} source so you can build a {{L|well}} more easily is also desirable.  You can fix either of these things with extra digging and building later on, though, so don't sweat the decision too much.&lt;br /&gt;
&lt;br /&gt;
The most direct way to start is to find the side of a nearby mountain and dig into it, but if you're in a very flat area, you might have to dig downward instead.  To start digging, hit {{k|d}}esignations, then {{k|d}}ig.  Move your cursor using the arrow keys to where you want to dig, and hit {{k|ENTER}}, then move your cursor over to the place you want the digging to end.  Mining designations are rectangular, so you can go both left and right and up and down as you're designating area.  This tells your dwarves to cut into a wall and hollow it out, often leaving behind a {{L|stone}} if it is a rock wall.  {{L|Soil}} walls become hollowed out, but never drop anything.  These hollowed out areas are where you'll build the vast majority of everything you need.&lt;br /&gt;
&lt;br /&gt;
If you need to dig down instead of in, you need to use either a '''{{L|stairs|stairwell}}''' or a '''{{L|ramp}}'''.  For a stairwell, use {{k|d}}esignations, and downward stairway ({{k|j}}).  Note that this is only half of a stairwell.  To build the other half, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate an {{k|u}}pward stairway to connect to it.  You are then underground and can use {{k|m}}ining normally.  For a ramp, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate a {{k|r}}amp on the area you want cut away.  You do not need to build anything above it; your miners will figure it out.  If you are building downward and want {{L|Trading|caravans}} to come down into your fortress, you will need to use {{L|ramp}}s, at least 3 right next to each other.  Keep this in mind when deciding where you want to dig down.&lt;br /&gt;
&lt;br /&gt;
When designing your main entrance, be mindful that as many as 200 dwarves could be coming and going eventually, and that {{L|goblin}}s are going to want in at some point or another.  A 3-wide entrance corridor is ideal.  It is wide enough to accept a good amount of traffic and caravans, but narrow enough to use diabolical traps and designs to kill lots of goblins.  Your main doors will have to be only 2-wide, though, as {{L|door}}s require a wall adjacent to them to build properly.&lt;br /&gt;
&lt;br /&gt;
Once you've decided where you want your main entrance, it's time to move your supplies over there.  We will have to set them outside for now, but we'll want to move them indoors as soon as we can.  Press stock{{k|p}}iles, and designate areas for {{k|f}}ood, {{k|w}}ood, and {{k|r}}efuse.  You can designate all sorts of stockpiles from this screen, so hit {{k|t}} and poke around in the custom stockpile settings for a little bit, figuring out what you can do.  Do '''NOT''' designate a stone stockpile for now.  It will eat up a lot of time unnecessarily.  While we're organizing our supplies, deconstruct your wagon by pressing {{k|q}}uery, putting the cursor over your wagon, and pressing deconstruct ({{k|x}}).  A dwarf with the {{L|carpenter}} labor enabled will come by and pull the wagon apart, turning it into 3 {{L|Wood|log}}s.  The wagon is useless to you, so there's no reason to not do this. Some people prefer to wait until the wagon has been emptied before deconstructing it. In order to see the contents of a building, use the {{k|t}} command and scroll over the wagon.&lt;br /&gt;
&lt;br /&gt;
Plan for your finished, 200-dwarf fortress right from the get-go.  It's very easy to dig out new area.  It's very HARD to go back and redo something the way it should've been from the start.  3-wide hallways is typically plenty for high-traffic areas.&lt;br /&gt;
&lt;br /&gt;
===Building workshops===&lt;br /&gt;
Time to get some work done!  Taking in raw materials and spitting out stuff that's useful: that's the name of the game for workshops.  You should start putting down workshops as soon as you have raw materials.  You'll need to get basic living provisions like {{L|bed}}s, [[table]]s, {{L|Throne|chair}}s, {{L|Container|chest}}s, and the like down for not only your first 7 dwarves, but the {{L|Immigration|immigrant}}s that could come at any time as soon as possible, so you can't waste any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Stone]] will show up from your miners digging.  Once you have an area with a decent amount of stone, you should get a [[mason's workshop]] built in the area.  Check the [[workshop]] page for full details if you have problems building one. The keyboard command is:&lt;br /&gt;
* {{k|b}}uild order&lt;br /&gt;
* the {{k|w}}orkshops sub-menu&lt;br /&gt;
* {{k|m}}ason's workshop.  &lt;br /&gt;
&lt;br /&gt;
Once the workshop has been built by a dwarf with the {{L|Mason|masonry}} {{L|labor}}, you can {{k|q}}uery the workshop to find out what it's current orders are, {{k|a}}dd or {{k|c}}ancel orders, set an existing order to {{k|r}}epeat,  order the workshop dismantled, and other tasks.&lt;br /&gt;
&lt;br /&gt;
Add orders for a {{k|d}}oor, a {{k|t}}able, and a {{k|c}}hair. Stone chairs will show up as ''thrones'' in the orders.  They are exactly the same.  Then set each order to repeat.  This workshop will now make {{L|door}}s, [[table]]s, and {{L|throne|chair}}s until you tell it to stop.  You'll need a lot of these, so that's OK.&lt;br /&gt;
&lt;br /&gt;
Also build a {{L|carpenter's workshop}} near the wood stockpile you designated earlier, and tell it to make {{k|b}}eds.  Put this on {{k|r}}epeat, also.  The wood you brought along, even after disassembling your wagon, won't last long. If you brought along a {{L|Wood cutter|woodcutter}}, now would be a good time to get him to chop down some trees.  Hit {{k|d}}esignations, and then hit chop down {{k|t}}rees.  Chopping designations work exactly like mining designations, but it will only highlight trees in the rectangle you give it.  Don't worry about chopping a ton of wood right now; trees don't go anywhere fast, so you can always come back for more.&lt;br /&gt;
&lt;br /&gt;
While making workshops anywhere the material happens to be works fine right now, you will want a more organized way of doing it later.  Check out the {{L|Design_strategies#Workshop_Logistics|workshop logistics}} page for ideas on how to set it up.  After you do get things set up, be sure to move your stockpiles underground; aboveground stockpiles are vulnerable to thieves and are usually a long way away.  Don't be afraid to tear down workshops; they are built quickly and easily, and tearing them down does absolutely nothing harmful, even returning the materials used in their construction.  Be aware that workshops create {{L|noise}} when they are in use, which can disturb your dwarves' sleep, so don't build them close to any {{L|bed}}s.&lt;br /&gt;
&lt;br /&gt;
===Building lodging===&lt;br /&gt;
With commodities coming out, it's time to set up places where they can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tell your miners to dig out a large (5x5 minimum) room to become your {{L|barracks}}.  The barracks is essentially a communal sleeping room where dwarves without their own apartment can come to crash.  It is also the place where your {{L|military}} will come to {{L|sparring|spar}} once you start recruiting soldiers.  Since your military hangs out in the barracks a lot, it's a good idea to put it near the main entrance of the fortress.  If {{L|Thief|thieves}} stumble in, they are likely to meet a very grisly end as they bump into a pair of dwarves in the middle of combat training, and later, in case of a more major attack, they are more likely to be closer to where you need them.  Note, however, that sparring dwarves can very seriously {{L|wound|hurt}} or kill eachother if their sparring area is too crowded, so keep beds stacked along one wall and the rest of the room clear and uncluttered.  You do not need too many beds in the barracks right now.  Beds in the barracks are public, and dwarves have their own schedules, so the entire fortress will not sleep at once.&lt;br /&gt;
&lt;br /&gt;
After the barracks is dug, tell your dwarves to {{k|b}}uild a {{k|b}}ed.  Your cursor will come up, turning red on an unacceptable location and green on an acceptable location.  Unacceptable locations will give you a short reason as to why they're unacceptable.  Again, just stack beds against one wall of the barracks; 5 beds will be fine to start out with.  After indicating the placement of the beds, your dwarves will haul them over and install them.  Once they are installed, {{k|q}}uery a bed, then make a {{k|r}}oom.  Use the {{k|+}} and {{k|-}} keys to size the room that will be considered the barracks.  All beds within the flashing square will be considered public, so there's no need to do this more than once.  Fill up the whole 5x5 area ({{k|b}}uild {{k|d}}oors if you need to cordon off the area to make it a nice square) and hit {{k|ENTER}}.  You've created your first {{L|room}}!  A room status screen shows up.  Be sure to hit {{k|b}} to confirm that it is a barracks.  If you don't, the first dwarf that sleeps in this room will claim it as his or her apartment, which isn't what we want.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barracks will keep your dwarves from sleeping on the floor, which would make them {{L|thought|unhappy}}.  As the game goes on, though, it is a very good idea to move dwarves into their own apartments.  They get much {{L|thought|happier}} for it, it keeps traffic down, and provides you with some more diabolical options such as locking a troublemaker in his room by {{k|q}}uerying the door and {{k|l}}ocking (forbidding) it.  See the {{L|bedroom design}} page for ideas on how to set up your apartments.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With bedding handled, we need to set up a {{L|dining room}}, which will double as our {{L|Activity zone#Meeting_Area|meeting area}}.  Dwarves will eat in their apartment sometimes if you install a table and chair in it, but mostly, dwarves prefer to eat in a public {{L|dining room|dining hall}} with a table all to themselves.  As the meeting area, dwarves will also show up there whenever they have nothing better to do (have 'No Job') to socialize and kill time.  It is a pretty high-traffic area, so be sure to use double-doors as the entrance and exit. It should again be fairly large (25 tiles minimum; this could be 5x5, 4x6, whatever suits your fancy).   Once it's dug out, {{k|b}}uild {{k|t}}ables along the walls, and then {{k|b}}uild {{k|c}}hairs next to the tables, one per table.  Once a table is laid out, {{k|q}}uery the table and make a {{k|r}}oom out of it.  Fill up the dining hall area, and hit {{k|ENTER}}.  Be sure to hit {{k|h}} to set it as a meeting area, and you're done here.&lt;br /&gt;
&lt;br /&gt;
As with most kinds of furniture, dwarves can walk through tiles containing tables, chairs and beds. The most notable exception to this are {{L|statue}}s.&lt;br /&gt;
&lt;br /&gt;
===Starting farms===&lt;br /&gt;
The basics of life are in place!  Now it's just a matter of getting the farms in place to make sure life goes on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|Farming}} is the most reliable source of food in the game, and the only way to be sure you're going to feed a large population.  The catch is, we can only farm on {{L|mud}} or {{L|soil}}.  Mud is only created through {{L|irrigation}}, which is complicated and more trouble than it's worth if you have access to any serious quantity of soil.  Avoid using irrigation if you can.  The logistics of controlling enough water to make arable land on stone are extremely annoying.&lt;br /&gt;
&lt;br /&gt;
On {{L|soil}}, however, farming couldn't be easier.  Simply mine out an area of soil (underground, since the seeds you can embark with will NOT grow aboveground), then {{k|b}}uild a farm {{k|p}}lot.  Use {{k|u}}, {{k|m}}, {{k|k}}, and {{k|j}} to resize your plot to the size you want; 3x3 should be plenty to start out, and you will max out at roughly 30 to 40 total squares being used for food and booze production to support a full fortress.  This changes some depending on the skill of your {{L|grower}}s, but it's a fair guideline.  After placing the farmland, a dwarf with the Farming (Fields) labor enabled will come by and prepare it for use.  After it's done, {{k|q}}uery the new field and decide on your crops for each season.  The crop display will show every crop that can possibly be planted there - it does not necessarily mean you have seeds to plant.  {{L|Plump helmet}}s are best for your first field, since they can be brewed to {{L|Alcohol|booze}}, eaten raw, and cooked.  If you find some seasons have red letters, that is because the season has already passed and you cannot edit it again this year.  You will have to pick it up in the spring of the following year.  Be aware that Dwarf Fortress will '''NOT''' give you an error if you attempt to plant something you have no seeds of.  It will give you an error if you '''run out''' of seeds after starting planting, but not if you simply have none to begin with.  If you can't remember what kind of seeds you have, check around your wagon and your designated food stockpile using {{k|k}} for a seeds bag.  Hit {{k|Enter}} when you find it to inspect the bag and see what kind of seeds it carries.  Later on, you will be able to find it more easily using the {{k|z}} key and the &amp;quot;Stocks&amp;quot; menu, but right now your stocks will lack the precision to use the &amp;quot;zoom&amp;quot; key.  See the {{L|bookkeeper}} article for more information on stockpile precision.&lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to be planting many, many different kinds of crops.  {{L|Dimple cup}}s are great later on, because they produce {{L|dye|dimple dye}}, which can be used to increase the value of the clothing your fortress produces.  {{L|Cave wheat}} can be used to provide fodder for luxury prepared meals, and to make more brewing fodder.  As your fortress grows and you need more and more luxuries to keep everyone happy, diversifying can only help you.  &lt;br /&gt;
&lt;br /&gt;
On a note about {{L|irrigation}} before wrapping this section up, mud behaves almost identically to soil.  All below-ground crops can be grown equally well on either, and you build and place the plots exactly the same.  There are a few differences, though.  Mud can be {{L|Farming#Increasing_yield|fertilized}} with {{L|potash}}, while dry soil cannot.  Some above-ground crops can only be grown in mud, while others can only be planted in dry soil.  Check the {{L|crops}} page for more details.  Irrigation is a very advanced technique that provides only marginal benefits.  Some &amp;quot;unlivable&amp;quot; areas can be turned around with skillful irrigation and fertilizer, but by and large they're not necessary.  Just use soil whenever you can.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
Now that you've given your dwarves a place to sleep and avoided the possibility of starvation, you can start thinking about the finer things in life.  &lt;br /&gt;
&lt;br /&gt;
First, we'll take care of a few organizational considerations, to make trading easier.  Our carpenter will take care of this, since he's done making beds.  Order up 2 or 3 {{L|bucket}}s.  Buckets are used to carry water to injured, bedridden dwarves from water source {{L|Activity zone|zone}}s and are one of the requirements to building a {{L|well}}.  Then, get to work stamping out some {{L|bin}}s.  Bins are used to store a lot of non-perishable items in the same square; they work much the same as {{L|barrel}}s, but barrels are used on perishables like food and booze.  You'll need a LOT of bins, but for the moment 5 or so will do.  You will also need to make a lot of barrels, but since you brought a number of them with you, you can hold off a bit. Both of these can be made from {{L|metal}} as well, but producing them from wood is far more economical.&lt;br /&gt;
&lt;br /&gt;
Since you have all this stone lying around, let's put it to use. Build a {{L|Craftsdwarf's workshop}}, assign one of your dwarves to {{L|Stone crafter|stonecrafting}}. Order this {{L|workshop}} to build rock {{k|c}}rafts of all sorts {{k|r}}epeatedly. Stone mugs are a good trade good - you get three mugs from one stone, adding up to 30☼ at the start. Since your stonecrafter will level up relatively quickly (and if you have several dwarves working on stonecrafts) this can quickly add up to several thousand monies worth of goods.&lt;br /&gt;
&lt;br /&gt;
Now that you've got some goods to {{L|trade}}, we'll need to {{k|b}}uild a trade {{k|D}}epot. Build this somewhere easily accessible from all edges of the map, but close to (or inside) your entrance. {{L|Trade depot}}s require {{L|Building designer|architecture}} and a {{L|mason}}, assuming you make it out of your copious quantities of stone.  Many times you will not have an {{L|building designer}} on embark, so you will have to assign one to get the architecture phase of the depot done.&lt;br /&gt;
&lt;br /&gt;
In the long term, you'll want your trade depot to be in a defensible spot. As it is 5x5 squares, and requires a 3-square wide path for the caravans to get in and out of it, you'll eventually want to spend some time thinking about its {{L|Defense guide|defense}}. Once the depot has been completed, you can check for depot access using the {{k|shift}}-{{k|D}} key.&lt;br /&gt;
&lt;br /&gt;
The first caravan will come in your first autumn: the dwarven caravan from the mountainhome.  When it comes, the game will pause, you'll be alerted, and the screen will center on the {{L|trading|caravan}}.  If you do not have a depot, or they can't get to it, they will wait on the edge of the map for you to build a depot they can get to, or to clear the obstructions.  The two most common obstructions are {{L|tree}}s and [[boulder]]s.  Trees can be chopped down, and boulders can be eliminated by {{k|d}}esignating them to be {{k|s}}moothed.  This uses the {{L|stone detailing}} labor, so turn it on if you need.&lt;br /&gt;
&lt;br /&gt;
After the caravan is on its way, you'll need to fill the depot with things to trade, and get a trader there to broker the negotiations.  Hit {{k|q}}uery over the depot and press {{k|g}} to start moving supplies.  Use the arrow keys to navigate the trade goods window.  If you've been making stone crafts, you'll want the ''crafts'' heading to make the game filter out the bins you've been filling.  Otherwise, you'll have to sift through every stone you've created while digging the fortress, which is a huge pain.  Press {{k|ENTER}} on the bins to mark them for trading, and some dwarves will come along to haul the bins to the depot.  Once that's taken care of, {{k|q}}uery the depot and {{k|r}}equest a trader there.  By default, only the broker will trade at the depot.  This is generally what you want, since brokers with better {{L|Appraiser|appraisal}} skills can see the worth of all the commodities and tend to get away with giving the caravan boss a lower profit margin on the trade.  Trading at the depot is a low-priority job, though, so you may have to turn off your broker's other labors temporarily to get him to respond to the request in a timely manner.  Once your broker is at the depot, {{k|q}}uery the depot and start {{k|t}}rading.&lt;br /&gt;
&lt;br /&gt;
On the screen that comes up, the left side shows the trader's goods, while the right side shows your own.  Use the arrow keys to navigate and {{k|ENTER}} to mark something for trading.  If your trader does not have at least Novice Appraiser in his skill set, you will not be able to see the values of everything, so you'll have to guess.  The caravan boss will refuse to sell at a loss, and if you're close to making a deal, he'll give you a counteroffer that he'd accept.  Being able to see the values of things is really helpful, but don't worry if you can't.  It usually only takes one or two successful trades before your broker will hit Novice Appraiser and all will become known to you.  One fun note is that raw materials cost the same from merchants as they do at the embark screen; so you already know that {{L|plump helmet}}s are 4☼, most meat is 2☼, wooden logs are 3☼, and so on.  It's difficult to know the value of your crafts, and some things must be bought as a package deal (you cannot buy seeds alone, you must also buy the bag they come in), though, so it can still be hard to trade without Appraiser.&lt;br /&gt;
&lt;br /&gt;
On your first year, you're probably pretty light on things to trade with, so start small.  {{L|Wood|Wood log}}s are very useful and cheap.  Extra food can be useful if your farms are lagging behind.  Maybe a barrel or two.  Sell what goods you have and don't fret about it any longer. &lt;br /&gt;
&lt;br /&gt;
Next year, after you get some immigrants you can think about exploring other kinds of industry as well, like the {{L|Furniture Industry|furniture industry}}, {{L|meat industry}}, or {{L|clothing industry}}, but this is a great place to start.&lt;br /&gt;
&lt;br /&gt;
The last element to trading is the {{L|liaison}}.  The dwarven liaison will want to meet with your {{L|expedition leader}} to work out your requests for next year, and let you know what their requests are.  By making a request of the caravan, you are essentially promising to pay more (up to double the normal price) for various things, which entices the traders to bring more of those things. Wood logs are always a great thing to request.  Even at double the normal price, they're still very cheap, and merchants bring a lot of them.  It's not unusual to get 50 logs from a single caravan.  It saves you a massive amount of time and effort.  {{L|Barrel}}s and {{L|Container||bag}}s are also good to request, as are {{L|dog}}s.  You can also request {{L|seed}}s to get your more diverse crops started.  Look around, explore, and experiment.  That's half the fun of the game.&lt;br /&gt;
&lt;br /&gt;
The liaison will also tell you what they want from you, with the same deal: they'll pay more for it if you build it.  Unfortunately, they usually want stupid things that don't trade well (such as stone {{L|block}}s) or things you'd rather keep to yourself (such as {{L|Alcohol|booze}}).  Many players simply ignore their liaison's requests and build the same things they always build.  Diplomatic relations will not suffer at all.  &lt;br /&gt;
&lt;br /&gt;
Your expedition leader must actually pick up the job ''conduct meeting'' to get this process done, and it ends up being a very low-priority job, so again, you may consider turning off your leader's other labors to make sure he gets to it.  If you really want to force the liaison to take the meeting, move him to the meeting spot by enlisting him in the {{L|Military}} and {{L|Military#Controlling your squads|stationing}} him at the meeting spot. Then {{L|Door#Door settings|forbid the door}} behind him and the liaison, locking them in until the meeting is completed (when the Liaison says &amp;quot;Goodbye&amp;quot; in a message).&lt;br /&gt;
&lt;br /&gt;
===Basic Defenses===&lt;br /&gt;
{{main|40d:Defense}}&lt;br /&gt;
While not a major concern at first, it is always a good idea to think about how you are going protect your dwarves. From picking your location to establishing your fortress, always think about how you will defend your new home. Failure to incorporate this into your fortress can cause serious issues down the road. The good news is that it is relatively easy to setup basic defenses with only a few dwarfs.&lt;br /&gt;
&lt;br /&gt;
When designing your defenses here are a few things to keep in mind.&lt;br /&gt;
* Limiting Access - The more ways into your fortress, the harder it is to defend. Most fortresses should have only one way to get in/out. This is usually a entrance hallway or some form of gate. The further your enemies have to travel to get to your dwarves, the more traps and military personnel you can put in their way to stop them killing your dwarves. When designing an entrance system, make sure to keep in mind that your own dwarves will most likely pass by these defenses on their way to gather wood/plants.&lt;br /&gt;
&lt;br /&gt;
* Controlled isolation - Sometimes, you will need to cut yourself off from the world. This normally happens when you suddenly find yourself under siege without adequate military to defend yourself. Since all creatures move the same way, simply putting a bridge or a line of floodgates at our entrance is a good way to stop a siege while you build up your military. The key here is that you can control when to isolate your fortress. Though do keep in mind that you will not be able to get migrants or caravans while isolated.&lt;br /&gt;
&lt;br /&gt;
* Arrow Defense - While rare in the early part of the game, attacking parties will bring along a few archers. The thing to keep in mind that archers can shoot over moats and onto roofs. The easiest way to defend against archers is to use walls. Do your best to avoid long straight corridors since enemies can kill your dwarfs as they either run away or run towards the archer. Adding a few corners go a long way in making enemy archers less dangerous. Also note that archers can shoot up and down z-levels. So if you have a multilevel structure outside, make sure to put a wall around the perimeter to prevent archers from being able to shoot your dwarfs on the roof.&lt;br /&gt;
&lt;br /&gt;
* Stopping the invasion - You've planned your entrance, and setup a way to isolate your fortress, now it is time to stop the invading force. This is usually done with either traps or military. The easiest way to defend your fortress is with traps. Since they don't move, you need to build a bottleneck or choke point to herd invaders over the traps. If you followed the above directions, you should already have a bottleneck in place. Your fortress entrance is a place that everyone must cross. Put a bunch of stone fall or cage traps here and you are ready to go. As a rule of thumb, any space that is 2-5 squares or wide should be considered as a place to setup a bottleneck.&lt;br /&gt;
&lt;br /&gt;
=== The future ===&lt;br /&gt;
&lt;br /&gt;
After this point, you'll be able to start exploring the other intricacies of the game. Here is a list of some other gameplay commands which have not been covered:&lt;br /&gt;
&lt;br /&gt;
* {{L|labor}}&lt;br /&gt;
* {{L|noble}}s&lt;br /&gt;
* {{L|military}}&lt;br /&gt;
&lt;br /&gt;
==Sample games==&lt;br /&gt;
These are sample games that others have played and recorded to provide good learning examples.  They are not routinely updated, so some information may be out of date, but they still provide good hands-on tutorials of how to prepare for your fortress and play the game.&lt;br /&gt;
&lt;br /&gt;
* {{L|Indecisive's illustrated fortress mode tutorial}}&lt;br /&gt;
* [[Savok's first fortress playthrough|Savok's first fortress playthrough]]&lt;br /&gt;
* [http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newbie Tutorial for Dwarf Fortress]&lt;br /&gt;
&lt;br /&gt;
You can also look at the [http://mkv25.net/dfma/index.php Dwarf Fortress Map Archive] to see multi-layered snapshots of fortresses that others have built.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Arsenal_dwarf&amp;diff=92490</id>
		<title>Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Arsenal_dwarf&amp;diff=92490"/>
		<updated>2010-04-13T23:59:39Z</updated>

		<summary type="html">&lt;p&gt;Immibis: add missing redirect&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[cv:Arsenal dwarf]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Furniture_industry&amp;diff=92485</id>
		<title>v0.31:Furniture industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Furniture_industry&amp;diff=92485"/>
		<updated>2010-04-13T23:46:42Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|E|    | {{L|decorate}}&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    | build rooms and buildings&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    | sell to {{L|trade}}rs&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Use Block|item={{L|Barrel}}s, Bins|use=Store {{L|food}}, {{L|Alcohol|drinks}} and items&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Use Block|item={{L|Bucket}}s|use=Used to carry liquid&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Industry Block|industry=Construction Industry&lt;br /&gt;
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{{Industry Block|industry=Export Industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Industry]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=92032</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=92032"/>
		<updated>2010-04-13T07:15:03Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;12th April 2010&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:ArticleVersion&amp;diff=92030</id>
		<title>Template:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:ArticleVersion&amp;diff=92030"/>
		<updated>2010-04-13T07:14:23Z</updated>

		<summary type="html">&lt;p&gt;Immibis: update version to 0.31.03 for df2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DO NOT split this template into two different templates. DO NOT edit this template unless you know very well what you are doing. This template is extremely easy to break. --&amp;gt;&amp;lt;noinclude&amp;gt;{{shortcut|template:av|template:AV}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;table style='text-align: center; margin: 0 auto; padding: 0.25em; border: 2px {{#switch:{{NAMESPACE}}|{{df:current}}=solid #bd8; background: #f5ffee;|Template=solid #9df; background: #eef5ff;|Dwarf Fortress Wiki=solid #9df; background: #eef5ff;|#default=solid #db8; background: #fff5ee;}} max-width:25em'&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;margin-bottom:6px;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;!--- place new version links here ---&amp;gt;{{#ifeq:{{NAMESPACE}}|DF2010|{{avcurrent|v0.31.02|{{NAMESPACE}}}}{{dot}}|{{#ifexist:DF2010:{{PAGENAME}}|{{avcolorlinks|DF2010:{{PAGENAME}}|v0.31.03|{{NAMESPACE}}}}{{dot}}|&amp;lt;font style=&amp;quot;font-size:95%&amp;quot;&amp;gt;{{avbadlink|DF2010:{{PAGENAME}}|v0.31.03}}&amp;lt;/font&amp;gt;{{dot}}}}}} {{#ifeq:{{NAMESPACE}}|40d|{{avcurrent|v0.28.181.40d|{{NAMESPACE}}}}{{dot}}|{{#ifexist:40d:{{PAGENAME}}|{{avcolorlinks|40d:{{PAGENAME}}|v0.28.181.40d|{{NAMESPACE}}}}{{dot}}|&amp;lt;font style=&amp;quot;font-size:95%&amp;quot;&amp;gt;{{avbadlink|40d:{{PAGENAME}}|v0.28.181.40d}}&amp;lt;/font&amp;gt;{{dot}}}}}} {{#ifeq:{{NAMESPACE}}|23a|{{avcurrent|v0.23.130.23a|{{NAMESPACE}}}}|{{#ifexist:23a:{{PAGENAME}}|{{avcolorlinks|23a:{{PAGENAME}}|v0.23.130.23a|{{NAMESPACE}}}}|&amp;lt;font style=&amp;quot;font-size:95%&amp;quot;&amp;gt;{{avbadlink|23a:{{PAGENAME}}|v0.23.130.23a}}&amp;lt;/font&amp;gt;}}}}&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;{{#switch:{{NAMESPACE}}|#default=This article is about an older version of DF.[[category:Obsolete|{{PAGENAME}}]]|Template=This article is in the template namespace.|Dwarf Fortress Wiki=This article is in the DF wiki namespace.|{{df:current}}=This article is current.[[category:Current|{{PAGENAME}}]]}}&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;float: right; font-size:75%; padding-right:2px; margin-top: -2px; margin-bottom:-7px;&amp;quot;&amp;gt;{{avcolorlinks|Template:ArticleVersion|More Info|{{NAMESPACE}}}}&amp;lt;/div&amp;gt;{{#ifexist:{{PAGENAME}}||&amp;lt;div style=&amp;quot;div style=&amp;quot;float: left; font-size:75%; padding-left:2px; margin-top: -2px; margin-bottom:-7px; color:#fbb; width:1px;&amp;quot;&amp;gt;[[{{PAGENAME}}|&amp;lt;span style=&amp;quot;text-decoration:none; color:#fbb;&amp;quot;&amp;gt;NR&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;[[Category:Missing Redirect]]}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{docbox|Documentation|template:ArticleVersion/doc}}&lt;br /&gt;
{{ArticleVersion/doc}}&lt;br /&gt;
{{docbox-foot}}&lt;br /&gt;
[[category:Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legends_mode&amp;diff=91942</id>
		<title>40d:Legends mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legends_mode&amp;diff=91942"/>
		<updated>2010-04-13T04:34:18Z</updated>

		<summary type="html">&lt;p&gt;Immibis: Redirected page to 40d:Legends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Legends]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=91927</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=91927"/>
		<updated>2010-04-13T04:09:39Z</updated>

		<summary type="html">&lt;p&gt;Immibis: /* Choosing sites */ fix incorrect link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''starting location''' (also called a ''starting site'') is a group of map tiles where a {{L|dwarf|dwarven}} settlement is located.  Starting out in the right location is crucial to not {{L|fun|losing}}. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
While Adventure mode can take the player across an entire world map, a starting location is defined by the number of {{L|region|area blocks}} that they select when starting a game - they can never explore or expand past those boundaries.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting {{L|dwarf fortress mode}}, the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated {{L|world}}; the middle pane (&amp;quot;{{L|Region}}&amp;quot;) shows the general {{L|biome|terrain}} types and {{L|civilization}}s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-{{L|mountain}}/{{L|river}} square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one {{L|biome}} type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different {{L|creatures}} as well as different types of rock and {{L|stone|rock layers}}.&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as {{L|glacier}}s and {{L|island}}s are often accessible only to dwarven {{L|immigrant}}s and {{L|trade}}rs; all other locations are usually accessible to dwarves, {{L|elves}}, {{L|humans}}, and {{L|goblins}}).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of {{L|muskox}}es, {{L|mule}}s, {{L|horse}}s or {{L|camel}}s with your {{L|wagon}}. More importantly, when you select your starting equipment or make a trade agreement with the dwarven {{L|Trading|traders}} later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import {{L|flux}} stone, {{L|bituminous coal}} or {{L|bauxite}}, you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of {{L|metal}}s and {{L|meat}} you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ({{L|river}}, {{L|magma}}, {{L|trees}}, etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves {{L|immigration|immigrate}} to the site (see {{L|maximizing framerate}} for more details).&lt;br /&gt;
&lt;br /&gt;
Most of the interesting map features ({{L|chasm}}s, {{L|bottomless pit|bottomless pits}}, {{L|magma}}, {{L|lake}}s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_&amp;lt;feature&amp;gt; options in your init.txt file. This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what {{L|starting builds|starting equipment and skills}} you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The {{L|pregenerated worlds}} page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings/Climate ==&lt;br /&gt;
&lt;br /&gt;
If you are relatively new to the game, you will probably want to avoid {{L|Haunted}}, {{L|Sinister}}, and {{L|Terrifying}} biomes, as well as extremes of cold and heat, until you get a better handle of the game.  These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions.  Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by.  The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some {{L|trees}} and vegetation on the map.&lt;br /&gt;
&lt;br /&gt;
All of these cautions can be ignored if you are attempting a {{L|fun}} {{L|challenges|challenge}}.&lt;br /&gt;
&lt;br /&gt;
Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress.  Make sure you at least have {{L|Civilization|contact}} with {{L|Dwarves}}; {{L|Humans}} are also good {{L|trading}} partners and you will commonly run in the {{L|Elves}} too.  {{L|Elves}} are trickier to deal with than {{L|Humans}}, but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits.  Antagonistic forces will include {{L|Kobolds}} and {{L|Goblins}} although they may also surprise you by wanting to trade (the {{L|Goblins}}, at least).  This antagonism is not definite, however, and any of the {{L|civilization}}s save for your {{L|Dwarves}} have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red &amp;quot;{{L|war|WAR}}&amp;quot; next to that {{L|civilization}}'s listing.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
{{L|Mountain}} squares will contain certain features, and each world map {{L|mountain}} tile is guaranteed an {{L|underground river}}, a {{L|chasm}}, and {{L|pits}} somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the {{L|stone}} and greater probability of finding {{L|magma}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Water}} is also a valuable commodity, for the purposes of {{L|farming}} and {{L|Water#Water_in_Fortress_Mode|drinking}}. {{L|Ocean}} water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
{{L|Forest}} and {{L|swamp}} tiles with heavy vegetation are also beneficial for their ample supplies of {{L|wood}}. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some {{L|biomes}} will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most {{L|iron}} {{L|ore}}s and are the only ones containing {{L|bauxite}} and {{L|bituminous coal}}/{{L|lignite}}. If you plan to have {{L|steel}} production, you will also need a supply of {{L|flux}} stones. Since flux stones are almost always confined to their own layers, keep an eye out for them; conveniently, most flux stones are also sedimentary, so you can satisfy both requirements at once by embarking in a region with layers of {{L|chalk}}, {{L|limestone}}, or {{L|dolomite}}.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is top{{L|soil}}. It can be used for farming even without water, but it only rarely contains small amounts of {{L|stone}} or {{L|ore}}.&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable {{L|metal}}s like {{L|gold}} and {{L|aluminum}}, these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out; this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of {{L|tree}}s in the selected {{L|biome}} will be listed on the right hand side of your location selection screen. {{L|Treeless}} maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of {{L|seed}}s, {{L|alcohol}}, and {{L|food}} for a just started fortress. Use the {{L|Gather plants}} {{L|designation}} to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no [[fuel]] (except when making [[steel]]), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like {{L|basalt}}, {{L|obsidian}}, {{L|gabbro}}, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful {{L|wood}} (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt {{L|furniture}} and ready to sell trade goods. This does not apply to {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location Size ==&lt;br /&gt;
&lt;br /&gt;
Each tile on the &amp;quot;Local&amp;quot; map is 48x48 tiles. The {{L|Z-level}} size depends on the elevation. The maximum Z-level is +15 above the highest peak and the minimum is -15 below the lowest valley. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Keep this in mind when planning for {{L|Mega_construction}}s&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=91926</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=91926"/>
		<updated>2010-04-13T04:08:49Z</updated>

		<summary type="html">&lt;p&gt;Immibis: fix incorrect link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''starting location''' (also called a ''starting site'') is a group of map tiles where a {{L|dwarf|dwarven}} settlement is located.  Starting out in the right location is crucial to not {{L|fun|losing}}. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
While Adventure mode can take the player across an entire world map, a starting location is defined by the number of {{L|region|area blocks}} that they select when starting a game - they can never explore or expand past those boundaries.&lt;br /&gt;
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== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting {{L|dwarf fortress mode}}, the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated {{L|world}}; the middle pane (&amp;quot;{{L|Region}}&amp;quot;) shows the general {{L|biome|terrain}} types and {{L|civilization}}s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-{{L|mountain}}/{{L|river}} square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one {{L|biome}} type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different {{L|creatures}} as well as different types of rock and {{L|stone|rock layers}}.&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as {{L|glacier}}s and {{L|island}}s are often accessible only to dwarven {{L|immigrant}}s and {{L|trade}}rs; all other locations are usually accessible to dwarves, {{L|elves}}, {{L|humans}}, and {{L|goblins}}).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of {{L|muskox}}es, {{L|mule}}s, {{L|horse}}s or {{L|camel}}s with your {{L|wagon}}. More importantly, when you select your starting equipment or make a trade agreement with the dwarven {{L|Trading|traders}} later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import {{L|flux}} stone, {{L|bituminous coal}} or {{L|bauxite}}, you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of {{L|metal}}s and {{L|meat}} you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
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It is recommended to choose the smallest site possible that still contains all the map features you want ({{L|river}}, {{L|magma}}, {{L|trees}}, etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves {{L|immigration|immigrate}} to the site (see {{L|maximizing framerate}} for more details).&lt;br /&gt;
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Most of the interesting map features ({{L|chasm}}s, {{L|pits}}, {{L|magma}}, {{L|lake}}s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_&amp;lt;feature&amp;gt; options in your init.txt file. This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
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Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what {{L|starting builds|starting equipment and skills}} you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
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The {{L|pregenerated worlds}} page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
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== Surroundings/Climate ==&lt;br /&gt;
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If you are relatively new to the game, you will probably want to avoid {{L|Haunted}}, {{L|Sinister}}, and {{L|Terrifying}} biomes, as well as extremes of cold and heat, until you get a better handle of the game.  These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions.  Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by.  The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some {{L|trees}} and vegetation on the map.&lt;br /&gt;
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All of these cautions can be ignored if you are attempting a {{L|fun}} {{L|challenges|challenge}}.&lt;br /&gt;
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Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress.  Make sure you at least have {{L|Civilization|contact}} with {{L|Dwarves}}; {{L|Humans}} are also good {{L|trading}} partners and you will commonly run in the {{L|Elves}} too.  {{L|Elves}} are trickier to deal with than {{L|Humans}}, but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits.  Antagonistic forces will include {{L|Kobolds}} and {{L|Goblins}} although they may also surprise you by wanting to trade (the {{L|Goblins}}, at least).  This antagonism is not definite, however, and any of the {{L|civilization}}s save for your {{L|Dwarves}} have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red &amp;quot;{{L|war|WAR}}&amp;quot; next to that {{L|civilization}}'s listing.&lt;br /&gt;
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== Terrain ==&lt;br /&gt;
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{{L|Mountain}} squares will contain certain features, and each world map {{L|mountain}} tile is guaranteed an {{L|underground river}}, a {{L|chasm}}, and {{L|pits}} somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the {{L|stone}} and greater probability of finding {{L|magma}}.&lt;br /&gt;
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{{L|Water}} is also a valuable commodity, for the purposes of {{L|farming}} and {{L|Water#Water_in_Fortress_Mode|drinking}}. {{L|Ocean}} water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
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{{L|Forest}} and {{L|swamp}} tiles with heavy vegetation are also beneficial for their ample supplies of {{L|wood}}. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
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Some {{L|biomes}} will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
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Another consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
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The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
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== Layers ==&lt;br /&gt;
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Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most {{L|iron}} {{L|ore}}s and are the only ones containing {{L|bauxite}} and {{L|bituminous coal}}/{{L|lignite}}. If you plan to have {{L|steel}} production, you will also need a supply of {{L|flux}} stones. Since flux stones are almost always confined to their own layers, keep an eye out for them; conveniently, most flux stones are also sedimentary, so you can satisfy both requirements at once by embarking in a region with layers of {{L|chalk}}, {{L|limestone}}, or {{L|dolomite}}.&lt;br /&gt;
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Any layer listed in brown is top{{L|soil}}. It can be used for farming even without water, but it only rarely contains small amounts of {{L|stone}} or {{L|ore}}.&lt;br /&gt;
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Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable {{L|metal}}s like {{L|gold}} and {{L|aluminum}}, these are your best bet.&lt;br /&gt;
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== Water ==&lt;br /&gt;
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[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
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Currently a permanent source of water isn't required because farms don't dry out; this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
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== Lumber ==&lt;br /&gt;
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The amount of {{L|tree}}s in the selected {{L|biome}} will be listed on the right hand side of your location selection screen. {{L|Treeless}} maps should be avoided by new players.&lt;br /&gt;
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Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
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== Vegetation ==&lt;br /&gt;
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The local flora can be a good source of {{L|seed}}s, {{L|alcohol}}, and {{L|food}} for a just started fortress. Use the {{L|Gather plants}} {{L|designation}} to collect them for use.&lt;br /&gt;
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=== Magma ===&lt;br /&gt;
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Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no [[fuel]] (except when making [[steel]]), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like {{L|basalt}}, {{L|obsidian}}, {{L|gabbro}}, and so on.&lt;br /&gt;
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=== Towns ===&lt;br /&gt;
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Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful {{L|wood}} (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt {{L|furniture}} and ready to sell trade goods. This does not apply to {{L|goblin}}s.&lt;br /&gt;
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== Location Size ==&lt;br /&gt;
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Each tile on the &amp;quot;Local&amp;quot; map is 48x48 tiles. The {{L|Z-level}} size depends on the elevation. The maximum Z-level is +15 above the highest peak and the minimum is -15 below the lowest valley. {{verify}}&lt;br /&gt;
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Keep this in mind when planning for {{L|Mega_construction}}s&lt;br /&gt;
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{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cavern_map&amp;diff=91886</id>
		<title>23a:Cavern map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cavern_map&amp;diff=91886"/>
		<updated>2010-04-13T03:01:57Z</updated>

		<summary type="html">&lt;p&gt;Immibis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{elven}} &amp;lt;!-- red links --&amp;gt;&lt;br /&gt;
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This article is a rough guide to what you can expect to find as you dig into the mountain. Every mountain in Dwarf Mode has the same internal geological features stretching from the top edge of the map to the bottom in a narrow band, found in the same sequence. From west to east, they are: the underground river, the chasm, the magma flow, the glowing pits, and adamantine. The first three features (river, chasm, and magma) zigzag back and forth quite a bit, so the gems and ores listed may occasionally be found slightly on the near side of the corresponding feature. For instance, you may find a vein of hematite extending just a little bit west of the chasm.&lt;br /&gt;
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Additionally, when mining gems, you will occasionally get a message that &amp;quot;a miner has found some &amp;lt;gem&amp;gt; mixed in with &amp;lt;some other gem&amp;gt;&amp;quot;. This can happen anywhere in the cave and will always produce a gem (of the same color) one level rarer than the type displayed in the cluster. For instance, rose quartz (red) may have red spinel mixed in with it, red spinel may have ruby, or ruby may have red diamond. As always, the Random Number Generator is both your enemy and your friend.&lt;br /&gt;
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Usually one kind of enemy humanoid will be predominant at each geological feature. For instance, if you encounter antmen at the chasm, you will not see many, if any, ratmen or batmen. However, you may still encounter any of the nonhumanoid enemies.&lt;br /&gt;
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==Initial rock==&lt;br /&gt;
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The &amp;quot;initial rock&amp;quot; is the part of the mountain that stretches from the mountain face to the cave river.&lt;br /&gt;
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New gems&lt;br /&gt;
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* Turquoise&lt;br /&gt;
* Rock crystal&lt;br /&gt;
* Rose quartz&lt;br /&gt;
* Aventurine&lt;br /&gt;
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New ore&lt;br /&gt;
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* Sphalerite (zinc ore; half of brass)&lt;br /&gt;
* Cassiterite (tin ore; half of bronze)&lt;br /&gt;
* Malachite (copper ore; half of bronze; half of brass)&lt;br /&gt;
* Galena (silver ore)&lt;br /&gt;
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==Cave river==&lt;br /&gt;
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This river is between 5 and 8 spaces wide, and twists and turns between roughly 48 spaces from the cliff face to about 103 spaces from the cliff face. It is surrounded by limestone 1-2 squares deep on both banks. &amp;quot;Offshoots&amp;quot; of the river will contain either waterfalls or small chasms. These offshoots will stay inside the range of the river, that is, offshoots would appear on the left side only when the river bends far to the right.&lt;br /&gt;
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Waterfalls and sinks&lt;br /&gt;
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Waterfalls appear at the ends of &amp;quot;offshoots&amp;quot; that flow downstream into river (i.e. offshoots that point north). In their center, they produce a &amp;quot;fine mist&amp;quot; which causes a happy thought for each dwarf that comes into contact with it.&lt;br /&gt;
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Sinks appear at the ends of &amp;quot;offshoots&amp;quot; that receive a downstream flow of water from a river (i.e. offshoots that point south ). They are surrounded by a few chasm tiles. A dwarf that falls in the water at the end of one of these channels will immediately die, with the message &amp;quot;Fell down a deep chasm.&amp;quot;&lt;br /&gt;
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Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Frogman|Frogmen}}&lt;br /&gt;
* {{L|Lizardman|Lizardmen}}&lt;br /&gt;
* {{L|Snakeman|Snakemen}}&lt;br /&gt;
* {{L|Cave crocodile}}s&lt;br /&gt;
* {{L|Giant toad}}s&lt;br /&gt;
* {{L|Mud man|Mud men}}&lt;br /&gt;
&lt;br /&gt;
Directly interacting with the river (drinking, fishing, etc.) will trigger subsequent attacks from its denizens. Using wells built anywhere inside the mountain can also trigger attacks, which will sometimes cause enemies to emerge from the wells themselves.&lt;br /&gt;
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==After the river==&lt;br /&gt;
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New gems&lt;br /&gt;
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* Aquamarine&lt;br /&gt;
* Red spinel&lt;br /&gt;
* Chrysoberyl&lt;br /&gt;
* Opal&lt;br /&gt;
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==Chasm==&lt;br /&gt;
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This obstacle is between 3 and 5 spaces wide, and angles between 148 to 200 spaces from the cliff face. The chasm tends to make sharper turns than the river, and its offshoots are always straight and between 1 and 2 spaces wide.&lt;br /&gt;
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Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Gremlin}}s&lt;br /&gt;
* {{L|Ratman|Ratmen}}&lt;br /&gt;
* {{L|Batman|Batmen}}&lt;br /&gt;
* {{L|Antman|Antmen}}&lt;br /&gt;
* {{L|Troll}}s&lt;br /&gt;
* {{L|Giant bat}}s&lt;br /&gt;
* {{L|Giant rat}}s&lt;br /&gt;
* {{L|Large rat}}s&lt;br /&gt;
* {{L|Naked mole dog}}s&lt;br /&gt;
* {{L|Troglodyte}}s &amp;lt;!-- lacks RIVERATTACK, so presumably only appears in caves in Adventurer mode --&amp;gt;&lt;br /&gt;
* {{L|Giant mole}}s&lt;br /&gt;
* {{L|Giant cave spider}}s&lt;br /&gt;
* {{L|Iron man|Iron men}}&lt;br /&gt;
&lt;br /&gt;
Chasming refuse will trigger attacks from chasm-based creatures. This can result in an extended series of attacks as creatures emerge, kill or get killed, and leave remains behind which get thrown into the chasm, triggering more attacks. Flooding the chasm with magma will increase attacks for a short time, then attacks will stop as the bottom of the chasm fills with magma (the center of the chasm turns red). Flooding the chasm with water may reduce attacks, but will never eliminate them.&lt;br /&gt;
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Attacks from trolls are very rare, but can be dangerous. Trolls are strong and are capable of destroying buildings (including doors and floodgates). Gremlins can throw levers, which can lead to all sorts of havoc, so hide your levers behind a door and a trap or two. But be warned, Gremlins themselves do not set off traps.&lt;br /&gt;
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==After the chasm==&lt;br /&gt;
&lt;br /&gt;
New gems&lt;br /&gt;
* Diamond&lt;br /&gt;
* Emerald&lt;br /&gt;
* Ruby &lt;br /&gt;
* Sapphire&lt;br /&gt;
&lt;br /&gt;
The following rare gems can only be found when mixed in with the above gems:&lt;br /&gt;
* Clear diamond&lt;br /&gt;
* Red diamond&lt;br /&gt;
* Green diamond&lt;br /&gt;
* Blue diamond&lt;br /&gt;
* Star sapphire&lt;br /&gt;
* Star ruby&lt;br /&gt;
&lt;br /&gt;
New ore&lt;br /&gt;
&lt;br /&gt;
* Gold Nuggets&lt;br /&gt;
* Platinum Nuggets&lt;br /&gt;
* Hematite (iron ore)&lt;br /&gt;
* Bituminous Coal (technically not an ore but with many related properties) &lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
This obstacle is between roughly 240 and 310 spaces from the cliff face, and is between 7 and 11 spaces wide. Only steel or adamantium may be used to create any bridges or aqueducts that cross it, though there is an exploit where only the topmost material selected to build a structure determines its material. The magma river is surrounded by obsidian 1-2 squares deep on both banks.&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Fire imp}}s&lt;br /&gt;
* {{L|Fire man|Fire men}}&lt;br /&gt;
* {{L|Magma man|Magma men}}&lt;br /&gt;
&lt;br /&gt;
==The Pits==&lt;br /&gt;
&lt;br /&gt;
Digging past the magma is extremely dangerous. From about 330 to 360 spaces from the cliff face, 1x3 pits are randomly scattered. These pits are usually arranged such that it is impossible to completely avoid them when trying to dig past them (unless you're psychic). Demons emerge from pits not long after they are unearthed, so keep your military ready.&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Frog demon}}s&lt;br /&gt;
* {{L|Spirit of fire|Spirits of fire}}&lt;br /&gt;
* {{L|Tentacle demon}}s&lt;br /&gt;
&lt;br /&gt;
Approximately a half-dozen demons will show up shortly after you first reach the pits, and not all at once. They are tougher than anything else you are likely to have encountered before this point, and can easily wipe out an entire fortress that is not thoroughly prepared for their arrival. They are wholly immune to traps, magma and steam. Frog demons can breathe underwater, but the others can't.&lt;br /&gt;
&lt;br /&gt;
Beyond the pits is one of the game's greatest rewards: adamantine.&lt;br /&gt;
&lt;br /&gt;
==Adamantine==&lt;br /&gt;
&lt;br /&gt;
The final part of the cave is a layer of adamantine in front of a cave system that you cannot go past (because the game simply won't scroll that far). The chasm occasionally sends a 1x10 cut to the left that is surrounded by adamantine. The adamantine is 1-2 squares thick on the edge of this chasm, much like limestone lines the edge of the cave river. Once you start mining adamantine, the game will check each season and use your total adamantine mined so far as a percentage chance to doom your fortress. When this happens, a one-season timer will start, and then the game will end with a screen describing how you have dug too deep, and released a demon. There is no safe level of adamantine to mine: Once you have mined any, your game will end eventually. You can find (and kill, if you're fast, lucky, and smart) this demon in Your Fortress In Adventure Mode if you find your old fortress again.&lt;/div&gt;</summary>
		<author><name>Immibis</name></author>
	</entry>
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