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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Infiltrator</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-21T19:50:22Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=215792</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=215792"/>
		<updated>2015-02-03T09:27:39Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* New page request (and/or allow me to create pages) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
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== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
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:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
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== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
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== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
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== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
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== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
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== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
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== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
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== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
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== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
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== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
&lt;br /&gt;
== User page for Darchitect. ==&lt;br /&gt;
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I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
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== Favicon Recovery ==&lt;br /&gt;
&lt;br /&gt;
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
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== Request for User Page ==&lt;br /&gt;
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Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
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== Request for Confirmed User ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
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== Cached Special Pages ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
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== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
&lt;br /&gt;
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
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== DFRawFunctions ==&lt;br /&gt;
&lt;br /&gt;
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
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== I want to make Korean Wiki. ==&lt;br /&gt;
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I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
&lt;br /&gt;
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
&lt;br /&gt;
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
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== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
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Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
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== Froot wants a userpage too. ==&lt;br /&gt;
&lt;br /&gt;
Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
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there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
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== Minecarts 101 page? ==&lt;br /&gt;
&lt;br /&gt;
Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
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== Page request ==&lt;br /&gt;
&lt;br /&gt;
May I request a userpage?&lt;br /&gt;
&lt;br /&gt;
-Erich&lt;br /&gt;
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== User page request ==&lt;br /&gt;
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Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
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== DF2012_Talk:Siege ==&lt;br /&gt;
&lt;br /&gt;
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
&lt;br /&gt;
thanks,&lt;br /&gt;
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[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
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== Wiki in spanish??? ==&lt;br /&gt;
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How can I create a page for the wiki in spanish?&lt;br /&gt;
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== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
&lt;br /&gt;
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;br /&gt;
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== new user page request ==&lt;br /&gt;
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looking for a user page so I can store my scripts in the wiki.&lt;br /&gt;
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thanks&lt;br /&gt;
vjek&lt;br /&gt;
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[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)&lt;br /&gt;
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== User Page Request. Asva. ==&lt;br /&gt;
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Am willing to store my constructions in a way to make them awailable for community. [[User:Asva|Asva]] 11:13, 30 December 2012 (UTC)&lt;br /&gt;
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== new page request ==&lt;br /&gt;
Hi&lt;br /&gt;
could you add a talk page at the &amp;quot;raw adamantine&amp;quot; article&lt;br /&gt;
user: grafsnow&lt;br /&gt;
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== DF2012:World rejection ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm trying to write the page for DF2012:World rejection http://dwarffortresswiki.org/index.php/DF2012:World_rejection which has a red link on the Advanced World Generation page but I can't create a new page. Do I need somebody to make it for me? Thanks, Seb. --[[User:SAFry|SAFry]] 19:08, 30 June 2012 (UTC)&lt;br /&gt;
:I created it for him.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 02:18, 1 July 2012 (UTC)&lt;br /&gt;
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== Could I get a page for my mod? ==&lt;br /&gt;
&lt;br /&gt;
I'm currently working on a mod, and I'd really like a page where I can put what the mod is, how you use it, what it includes, etc...&lt;br /&gt;
I'm sorry if it looks kinda sketchy that I just created this account today and I'm being vague about the mod Dx&lt;br /&gt;
Anyways, if/when you create it, could you title it ''PlayableCiv+'' &lt;br /&gt;
Thanks:)&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 05:30, 1 July 2012 (UTC)&lt;br /&gt;
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== Arms Industry Page ==&lt;br /&gt;
&lt;br /&gt;
Could you create an &amp;quot;Arms Industry&amp;quot; page for information concerning production of weapons? Alternatively, it could be called &amp;quot;Weapons Industry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page ==&lt;br /&gt;
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Would be very glad if i had a user page as a kind of sandbox (and to put some !!science!! stuff up there) [[User:Lorb|Lorb]] 09:53, 7 July 2012 (UTC)&lt;br /&gt;
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== User Page Request ==&lt;br /&gt;
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Could you make me a user page?&lt;br /&gt;
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== Requesting Page Creation for 'Fixed Creatures' ==&lt;br /&gt;
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There has been some discussion on r/DwarfFortress ([http://www.reddit.com/r/dwarffortress/comments/w8ht8/need_help_my_giant_black_mambas_wont_breed/]) about animals that don't lay eggs that should, eggs that don't hatch due to a missing Tag, and other various issues.  I would like to create a space where we can create a list of animals with the values and tags modified to be more accurate. Thanks!--Dragoon209&lt;br /&gt;
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Edit: I haven't received any word that the pages have been created, and a quick search shows no matches for 'Fixed Creatures'.  Is there any information I am missing to start the process?  Thanks in advance!&lt;br /&gt;
[[User:Dragoon209|Dragoon209]] 18:19, 13 July 2012 (UTC)&lt;br /&gt;
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: What page titlewould you like? --[[User:Briess|Briess]] 18:26, 13 July 2012 (UTC)&lt;br /&gt;
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:: How about &amp;quot;DF2012:Fixed_Creature_RAWs&amp;quot;? [[User:Dragoon209|Dragoon209]] 18:34, 13 July 2012 (UTC)&lt;br /&gt;
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== Outpost Liason ==&lt;br /&gt;
&lt;br /&gt;
I am simply looking for more information about a phenomenon that has happened twice now. An outpost liason came to my fort and asked if I wanted to join their colony. What are the pros and cons of saying either yes or no? Please help!&lt;br /&gt;
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== Yet Another User Page ==&lt;br /&gt;
&lt;br /&gt;
Just requesting a user page created, to play around in and post some of my own DF-related stuff. Thanks! [[User:MasterShizzle|MasterShizzle]] 17:59, 13 July 2012 (UTC)&lt;br /&gt;
:Umm... wow. That was fast! You guys are awesome. [[User:MasterShizzle|MasterShizzle]] 18:12, 13 July 2012 (UTC)&lt;br /&gt;
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== Symbol Sets (Modding) ==&lt;br /&gt;
&lt;br /&gt;
Can someone create a page for Symbol Sets, as used in Entity files, and found in language_SYM.txt?&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 23:32, 15 July 2012 (UTC)&lt;br /&gt;
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== 2012 Talk:Door ==&lt;br /&gt;
&lt;br /&gt;
Hi Emily,&lt;br /&gt;
&lt;br /&gt;
I'd like to start [[DF2012 Talk:Door]], since I can verify that artifact doors are indestructible. (There is a verify tag for that in the [[DF2012:Door#Notes]] section.) Here is the text I want to add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I can verify that artifact doors are indestructible. An artifact door is all that stands between my necropolis fortress (some 100 casualties in the previous siege) and 8 trolls standing right outside the door. The trolls have been there for an entire season. They showed up when the elven caravan arrived in spring, and are still there to greet the human caravan which just arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Great Cthulhu|Great Cthulhu]] 23:13, 19 July 2012 (UTC)&lt;br /&gt;
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== Need 2 pages created ==&lt;br /&gt;
&lt;br /&gt;
I would like to have my user page created, furthermore i would like to help improve the DF2012 Contaminant page,&lt;br /&gt;
and i need the DF2012 Talk:Contaminant created.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Ipsin|Ipsin - Everything is better with magma ]] 16:06, 23 July 2012 (UTC)&lt;br /&gt;
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== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello there! I am writing this to request the a user page (obviously :)) I'm a confirmed user, although I have less than 10 edits so far, I swear I am not a bot! I am actually more interested in the user page as a personal sandbox of the moment to figure out name space templates and the like without messing anything up. I use the wiki daily (I have only been playing for a few months, you guys were a life saver) so I am still going through plenty of articles all the time and would like to contribute more than I am able to now. I learn by doing and don't want to mess up any templates or the like :)&lt;br /&gt;
&lt;br /&gt;
Thanks very much for any help you are able to provide &lt;br /&gt;
--&lt;br /&gt;
[[User:Phage|Phage]] 05:45, 26 July 2012 (UTC)&lt;br /&gt;
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== New User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Howdy, looking to get page for my user account.&lt;br /&gt;
&lt;br /&gt;
Let me know if you need any additional info.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:WhiskeyTangoFox|WhiskeyTangoFox]] 01:44, 30 July 2012 (UTC)WhiskeyTangoFox&lt;br /&gt;
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== Permission to make new Discussion pages? ==&lt;br /&gt;
&lt;br /&gt;
Hi Emi. I was trying to start a Discussion page in the &amp;quot;Sedimentary&amp;quot; article, but ran into a permission error. Since I am a longtime user, may I please have permission to make new pages? [[User:Coaldiamond|-Coaldiamond]] 20:00, 4 August 2012 (UTC)&lt;br /&gt;
:It seems like the wiki is a bit buggy in this regard. On [[Special:ListGroupRights]], only Administrators have the &amp;quot;createtalk&amp;quot; permission, which seems to be required to create talk pages. However, I was just able to create [[DF2012 Talk:Sedimentary layer]], but only after several attempts failing from a Permission error. Sometimes it would stop me immediately upon clicking the &amp;quot;Create&amp;quot; tab, and it always seemed to happen when I tried to Show Changes. I'm not really sure why this would happen, unless we're running on multiple servers and the configuration isn't synchronized. Hope this helps. --[[User:Timrem|timrem]] 21:26, 4 August 2012 (UTC)&lt;br /&gt;
:i just encoutered this problem today, I thought it'd be prohibited to create a user discussion page but that did not make sense to me. I hope this issue will be resolved soon. --[[User:Nagidal|Nagidal]] 07:28, 5 August 2012 (UTC)&lt;br /&gt;
::Yup, I too have noticed some odd inconsistency in the way the wiki may or may not allow you to create a page, with it being allowed after some N number of page reloads. I've mentioned on the [[Dwarf Fortress Wiki:Improvement Drive]] page that the wiki software is several versions out of date, so if we could get it updated, that would hopefully fix this problem. Is [[User_talk:Briess|Briess]] the correct person to contact about this, or is it someone else?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 7 August 2012 (UTC)&lt;br /&gt;
:::A user will be unable to create any pages (talk or otherwise) until they make 10 edits to the wiki.  There was a configuration error with one of the web servers that has been fixed which was denying create talk page rights to all users. --[[User:Briess|Briess]] 23:46, 7 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another User Page. ==&lt;br /&gt;
&lt;br /&gt;
Just here to request permission to edit my own user-page, let me know if any sort of information is needed from me first in regards to it. --[[User:Morekouto|Morekouto]] 17:29, 5 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpile setting info ==&lt;br /&gt;
&lt;br /&gt;
Here's something I've been thinking to add to the wiki for a couple of months now, but am not really sure what would be the best way to do it. I often set up fairly specialized stockpiles. For instance a stockpile only for seeds, another one for picks, and yet another only for empty bags (but not chests). When I was new to the game I did not know how to do these things. I expected to find the info how to set up a stockpile just for one kind of an item in the item's respective wiki page. Sometimes I was lucky, sometimes not.&lt;br /&gt;
&lt;br /&gt;
Most furnitures have a piece of text about such stockpile setting somewhere in the article or at least a hint, e.g. in [[Cage]]s you can read that &amp;quot;Cages are stored on the Animal Stockpile.&amp;quot; In [[Seed]]s, however, there's nothing that tells you that they are in the Food stockpile, and the [[Pick]] page redirects to [[Equipment]] which doesn't say anything about a stockpile for picks either.&lt;br /&gt;
&lt;br /&gt;
Let's see an example of a stockpile setting info I'd like to see about bags:&lt;br /&gt;
&lt;br /&gt;
: Stockpile of Bags: Furniture &amp;gt; Types &amp;gt; boxes and bags. Disable Stone/Clay and Metal. Restrict Other Materials to cloth, leather, silk, yarn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'll probably find a better way to express it, I'll have to see that it looks more or less the same across wiki pages, too.&lt;br /&gt;
&lt;br /&gt;
Three ways how to add this information to the wiki came to my mind, all have their pros and cons:&lt;br /&gt;
&lt;br /&gt;
: '''1.''' A stockpile setting overview page. Basically a table of all the stockpile categories, subcategories, and item entries from the stockpile setting page ({{k|p}}-{{k|t}}) and tell the users to find (Ctrl-F) the item somewhere on the page.&lt;br /&gt;
:: '''Pro:''' Done quickly.&lt;br /&gt;
:: '''Con:''' I assume people would rather expect to find the stockpile setting info in the item's dedicated page and would not think of looking for it in a stockpile setting page. Also, users should not be bothered with a search in page.&lt;br /&gt;
&lt;br /&gt;
: '''2.''' Adding a &amp;quot;Stockpile&amp;quot; section to the &amp;lt;nowiki&amp;gt;{{furniture}}&amp;lt;/nowiki&amp;gt; float, where people could see how to set it up.&lt;br /&gt;
:: '''Pro:''' Stockpile setting would be found extremely easily.&lt;br /&gt;
:: '''Con:''' No solution for non-furniture items.&lt;br /&gt;
:: '''Con:''' Would contain too much text in some cases (e.g. for bags you need to restrict the material to differentiate them from coffers or chests).&lt;br /&gt;
&lt;br /&gt;
: '''3.''' Each item which can have its individual stockpile could have its own wiki page with a &amp;quot;Stockpile setting&amp;quot; section (or maybe a &amp;lt;nowiki&amp;gt;{{stockpile}}&amp;lt;/nowiki&amp;gt; float?) where you could see this kind of information.&lt;br /&gt;
:: '''Pro:''' Stockpile setting would be found easily. People would soon realize that every item which can have a dedicated stockpile has its own wiki page which has a section where they find the stockpile setting.&lt;br /&gt;
:: '''Con:''' Requires many new pages to be created, but most of them would not contain much other information except for how to set an individual stockpile for them.  Here I'm thinking of pages like [[Plump helmet spawn]], [[Hood]], [[Raw skin]].&lt;br /&gt;
&lt;br /&gt;
Personally, I would go with solution '''3'''. I see that it is unnecessary to have an individual wiki page for each of the hundreds of animal species you can see listed in the Animal stockpile. Yet I think we should differentiate all the non-animal items as deep as [[skull]] is in the refuse stockpile, or each individual weapon is in the weapon stockpile.&lt;br /&gt;
&lt;br /&gt;
So what do you guys think? Do you have any other ideas how and where to save this stockpile setting information in the wiki? Would you mind me starting to add a &amp;quot;Stockpile settings&amp;quot; section to the items' pages and creating new pages where there are redirects or no pages? I admit it would look a bit weird if there were a page about an item but no other info on it except for a stockpile setting. On the other hand this could motivate other active users to add something more.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nagidal|Nagidal]] 10:56, 8 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think a combination of 1 and 3 is a good approach.  But feel free to do whatever you want - it is a wiki after all. :) -- [[User:Briess|Briess]] 20:31, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Talk page for Kenran ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'd like to have a usable User Talk page, so I could put the stuff on my profile there. I could then add some information about myself and some links on my profile itself. Thanks :)&lt;br /&gt;
&lt;br /&gt;
== YAUPCR ==&lt;br /&gt;
&lt;br /&gt;
Yet Another User Page Creation Request. Thanks in advance! [[User:Urist McDorf|Urist McDorf]] 04:03, 7 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hang on a second, I was able to create my user page myself (by simply clicking on the redlink in my signature, and clicking &amp;quot;edit this page&amp;quot;.). Not sure if that's a bug or a feature - perhaps the &amp;quot;page creation permitted after 10 edits&amp;quot; rule applies to user pages too? If so, maybe the banner announcement should note that - at present it sort of implies all new user pages need Emi to create them. [[User:Urist McDorf|Urist McDorf]] 04:19, 7 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
hi Emi, how can i get a user page here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
07:23, 13 September 2012 (UTC)[[User:Markus007|Markus007]]Markus&lt;br /&gt;
&lt;br /&gt;
== page request: Noise talk ==&lt;br /&gt;
&lt;br /&gt;
I wish to start a page on Noise, talk page. I believe the 8 tile noise area is ridiculous and should be confirmed. On top, I never found dwarves to be awaken by such a thing. [[User:Discipol|Discipol]] 12:04, 15 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page creation request ==&lt;br /&gt;
&lt;br /&gt;
Hello, please create one for me as well! Thanks, [[User:Waba|Waba]] 04:54, 18 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2012:Steel discussion page ==&lt;br /&gt;
&lt;br /&gt;
I'd like to (suggest) add to the DF2012:Steel page an actual recipie for repeating steel production at a smelter, since it is not entirely well-described.  I'd add it to the Discussion page there if there was one, but there isn't.  Can one be created?  (making steel at a smelter: Smelt &amp;lt;iron ore&amp;gt;/R, Make Pig Iron Bars/R, Make Steel Bars/R, Make Pig Iron Bars/R, Make Steel Bars/R -=&amp;gt; uses 1 iron ore, 4 flux, 4 or 5 coal to produce 4 Steel bars per cycle) Oh, and if it's not too much trouble, I'd like a User page too.  Thanks, &lt;br /&gt;
16:45, 20 September 2012 (UTC) jpvlsmv&lt;br /&gt;
&lt;br /&gt;
== Please add user page for me bsod.phantom - thanks ==&lt;br /&gt;
&lt;br /&gt;
Please add user page for me bsod.phantom - thanks&lt;br /&gt;
[[User:Bsod.phantom|Bsod.phantom]] 06:08, 1 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== need discussion page for DF2012:Container ==&lt;br /&gt;
&lt;br /&gt;
This text seems inaccurate with 2012 on the DF2012:Container page: (any of these 4 container types can be used to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles).&lt;br /&gt;
&lt;br /&gt;
There is no Discussion page for Containers. I'm a fairly inexperienced player and just got my first Mayor who demanded two chests and a cabinet. Based on the above text I made three rock cabinets and after placing them it did not satisfy the 2 chests requirement. When I made two metal chests and placed them the requirement was met.&lt;br /&gt;
&lt;br /&gt;
Since there's no discussion page, should I just edit the page and remove that line or put a note next to it that says this may not be accurate?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Bsod.phantom|Bsod.phantom]] 03:18, 4 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Specific heat Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Greetings!&lt;br /&gt;
I was doing some research and just noted that, the .40d [page] on Specific heat is largely correct but it's not in the 0.31 nor DF2012 sections. I tried editing the page myself but couldn't do it, so I'm suggestion someone ports it to a DF2012 article. --[[User:Arkhometha|Arkhometha]] 08:09, 7 October 2012 (UTC)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Forget it, I was the one who didn't know how to use the wiki properly. Fixed the SPEC_HEAT page to have a proper page instead of just redirecting to the temperature page. --[[User:Arkhometha|Arkhometha]] 07:42, 20 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new user page request... ==&lt;br /&gt;
&lt;br /&gt;
Hi. :) Could I please have a user page? I appreciate it. :) [[User:Trent|Trent]] 15:32, 9 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Users? ==&lt;br /&gt;
&lt;br /&gt;
I don't contribute here too, too often, but does every user have to type in a captcha for every edit, or is there some way to get verified so I don't have to do it all the time? [[User:Danjen|Danjen]] 03:24, 15 October 2012 (UTC)&lt;br /&gt;
:If I recall correctly, you automatically become &amp;quot;confirmed&amp;quot; after 5-10 successful edits. --[[User:Quietust|Quietust]] 13:51, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A user page, please ==&lt;br /&gt;
&lt;br /&gt;
Hi there, could I have a user page I can edit, please?&lt;br /&gt;
&lt;br /&gt;
Many thanks, --[[User:Matthewbarr|Matthewbarr]] 10:46, 5 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ratings always fail for unconfirmed users ==&lt;br /&gt;
&lt;br /&gt;
The rating script always says &amp;quot;success&amp;quot; when rating a page, but it never does anything when a user is unconfirmed.  --[[User:Lethosor|Lethosor]] 19:31, 10 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi! Please welcome me...  ==&lt;br /&gt;
&lt;br /&gt;
But before you can {{template:welcome}} me, you'd need to create a user page and user talk page for me... :D&lt;br /&gt;
&lt;br /&gt;
Westie (User:ImaWestie|talk:ImaWestie)&lt;br /&gt;
[[User:ImaWestie|ImaWestie]] 22:02, 17 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== You Must Be Tired. ==&lt;br /&gt;
&lt;br /&gt;
Like many other sections, this is for a user page. Why don't you leave it up to people to create their own user page and this just be for new pages on the wiki [http://dwarffortresswiki.org/index.php/Main_Page]? It would be a lot less demanding on you and people can get the feel for writing a page by themselves.&lt;br /&gt;
&lt;br /&gt;
--[[User:Professor Henn|Professor Henn]] 02:46, 30 November 2012 (UTC)Professor_Henn 2:44 AM (UTC -0:00)&lt;br /&gt;
&lt;br /&gt;
:IIRC, it is done this way because the spambots like to auto-create user pages for their spam. --[[User:UristDaVinci|UristDaVinci]] 05:14, 2 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I have an error report ==&lt;br /&gt;
&lt;br /&gt;
In the ingame Manual for Dwarf Fortress, in '''The Manual: Accounts''' it says 'stop' instead of 'shop'.&lt;br /&gt;
&lt;br /&gt;
I didn't know whom to report this typo, so I'm posting here. Is this OK? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:89.110.240.186|89.110.240.186]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Thanks. [http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress bug tracker] is generally a good place to post those. --[[User:Lethosor|Lethosor]] 19:04, 20 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request (and/or allow me to create pages) ==&lt;br /&gt;
&lt;br /&gt;
Could I please have the http://dwarffortresswiki.org/index.php?title=Special:Upload&amp;amp;wpDestFile=Tree-kills-woodcutter.png page created?  I'm trying to add a picture to http://dwarffortresswiki.org/index.php/DF2014:Wood_cutter (unless there's a better way?)&lt;br /&gt;
--[[User:Infiltrator|Infiltrator]] ([[User talk:Infiltrator|talk]]) 09:14, 3 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I figured out (after RTFM) that I just had to made three edits to upload files, so that's cool now.  However, what are requirements for getting permissions to create pages?&lt;br /&gt;
:--[[User:Infiltrator|Infiltrator]] ([[User talk:Infiltrator|talk]]) 09:27, 3 February 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=215791</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=215791"/>
		<updated>2015-02-03T09:24:03Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* Cutting down trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must have the '''Wood Cutting''' [[labor]] enabled in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter with the appropriate labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Select the &amp;quot;Chop Down Trees&amp;quot; action (press {{k|t}}).&lt;br /&gt;
#* If you open the menu when the center of the screen is above ground, this option will be already selected.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are treated as actual falling objects - they can splash in water, raising [[mist]], or hurt any creatures they land on, possible even killing the woodcutter himself, so make sure that the drop area is clear of any pets.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped [[axe]] to chop down trees. If a dwarf has the Wood Cutting labor enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; the dwarfs use [[battle axe]]s. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe, or even a wooden [[training weapon|training axe]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.&lt;br /&gt;
* Wood production can be sped up if the woodcutters have the [[haul|wood hauling]] labor disabled, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
* Any creature near a falling tree, other than the feller, is in danger. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry easy to maintain.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka Dwarven bliss) experienced by Wood Cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further).  Sadly, Wood cutters often fall victim to raiding Goblins, as their cacophonous signing leads the Goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos.  That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most Dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly).  Some Dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars.  These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick.  Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests,(another popular Dwarven pass-time, an event usually called the 'Pole-Toss').  Thus the origin of the phrase's &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=215790</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=215790"/>
		<updated>2015-02-03T09:23:34Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* Cutting down trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must have the '''Wood Cutting''' [[labor]] enabled in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter with the appropriate labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Select the &amp;quot;Chop Down Trees&amp;quot; action (press {{k|t}}).&lt;br /&gt;
#* If you open the menu when the center of the screen is above ground, this option will be already selected.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|200px|right|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are treated as actual falling objects - they can splash in water, raising [[mist]], or hurt any creatures they land on, possible even killing the woodcutter himself, so make sure that the drop area is clear of any pets.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped [[axe]] to chop down trees. If a dwarf has the Wood Cutting labor enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; the dwarfs use [[battle axe]]s. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe, or even a wooden [[training weapon|training axe]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.&lt;br /&gt;
* Wood production can be sped up if the woodcutters have the [[haul|wood hauling]] labor disabled, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
* Any creature near a falling tree, other than the feller, is in danger. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry easy to maintain.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka Dwarven bliss) experienced by Wood Cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further).  Sadly, Wood cutters often fall victim to raiding Goblins, as their cacophonous signing leads the Goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos.  That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most Dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly).  Some Dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars.  These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick.  Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests,(another popular Dwarven pass-time, an event usually called the 'Pole-Toss').  Thus the origin of the phrase's &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=215789</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=215789"/>
		<updated>2015-02-03T09:22:10Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* Cutting down trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must have the '''Wood Cutting''' [[labor]] enabled in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter with the appropriate labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Select the &amp;quot;Chop Down Trees&amp;quot; action (press {{k|t}}).&lt;br /&gt;
#* If you open the menu when the center of the screen is above ground, this option will be already selected.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|right|200x100|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are treated as actual falling objects - they can splash in water, raising [[mist]], or hurt any creatures they land on, possible even killing the woodcutter himself, so make sure that the drop area is clear of any pets.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped [[axe]] to chop down trees. If a dwarf has the Wood Cutting labor enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; the dwarfs use [[battle axe]]s. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe, or even a wooden [[training weapon|training axe]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.&lt;br /&gt;
* Wood production can be sped up if the woodcutters have the [[haul|wood hauling]] labor disabled, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
* Any creature near a falling tree, other than the feller, is in danger. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry easy to maintain.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka Dwarven bliss) experienced by Wood Cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further).  Sadly, Wood cutters often fall victim to raiding Goblins, as their cacophonous signing leads the Goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos.  That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most Dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly).  Some Dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars.  These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick.  Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests,(another popular Dwarven pass-time, an event usually called the 'Pole-Toss').  Thus the origin of the phrase's &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Tree-kills-woodcutter.png&amp;diff=215788</id>
		<title>File:Tree-kills-woodcutter.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Tree-kills-woodcutter.png&amp;diff=215788"/>
		<updated>2015-02-03T09:21:12Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: And you thought that your job was bad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
And you thought that your job was bad.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_design&amp;diff=215787</id>
		<title>Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_design&amp;diff=215787"/>
		<updated>2015-02-03T09:20:48Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* Marksdwarf training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:25, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- Editors &amp;amp; Contributors''': Please see the discussion page before posting. --&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. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[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 '''[[trap design]]'''.&lt;br /&gt;
&lt;br /&gt;
The role of a military force in fortress defense can be extremely varied depending on the player's overall approach and strategy; it can be central, non-existent, or anywhere in between. One of their advantages is their mobility &amp;amp;mdash; they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats. Only military can take the fight to the enemy (doomsday devices excepted).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they are also expensive to maintain compared to static traps, and can cost a lot of resources for the [[metal]], labor, as well as food, drink and accommodation for the military. Additionally, soldiers are almost constantly under high risk in their job defending the fortress, possibly draining the fortress of some otherwise useful dwarves. Finally, the military system can take a lot of time on the player's part to set up and get working. An efficient military design can offset some of these major issues. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{Main|training}}&lt;br /&gt;
The effectiveness of a given military dwarf is based primarily on three factors:&lt;br /&gt;
*[[Combat skill]]s&lt;br /&gt;
*Equipment&lt;br /&gt;
*Physical [[attribute]]s&lt;br /&gt;
&lt;br /&gt;
Combat skill is arguably the most important factor.  Combat skill training can be accomplished through instruction, sparring, actual combat, or advanced techniques (exploits).  For details, see [[training]].&lt;br /&gt;
&lt;br /&gt;
See [[cross-training]] for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. Another very effective way of training is sending the military to actively fight captured invaders or wildlife, especially with training weapons equipped so that the combat takes longer. Certain creatures, such as [[flesh ball]]s, are more suitable for combat training than others. See also [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
Dwarves armed with picks use mining as their weapon skill, so an all-pick army can simply mine out tunnels to train, although they will still need to train normally to develop shield and armor skills.&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]], [[armor stand]] or [[archery target]] on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. A major reason for training in daylight is that it also helps prevent [[cave adaptation]] in your military.&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
Archers are deadly, but vulnerable to melee &amp;amp;mdash; crossbows as clubs just aren't the best. Additionally, it is impractical to have archer towers every 15 tiles across the map (it is possible, but that sometimes would be tedious). Sometimes, the only option is to take it directly to the enemy. Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are crucial to any archery platform, even the tallest towers. If these are built improperly or do not exist, enemy archers will return fire, causing mammoth losses to any archery squads.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarf training===&lt;br /&gt;
A couple tips/troubleshooting for training your ranged military:&lt;br /&gt;
* If you use archery targets, make sure you have one for each dwarf in the squad and assign each target to the squad (create a room on each target).&lt;br /&gt;
* If you use live captured targets, you dwarves are most likely to shoot if they have no path to the target.&lt;br /&gt;
* Force your dwarves to stand next to fortifications (touching them). You can use burrows or walls for this.&lt;br /&gt;
* Every marksdwarf needs a quiver.&lt;br /&gt;
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad.&lt;br /&gt;
* If they refuse to train, make sure to set them NOT to train, but instead to inactive. Disable all their labors and they will go to archery targets while idle.&lt;br /&gt;
&lt;br /&gt;
==== Live targets ====&lt;br /&gt;
Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made. The bridge should connect the platforms where the goblins stand with the floor on the middle of the room. Sometimes, it might be necessary to send in meleedwarves to finish off a goblin. Therefore, place the lever to the bridge '''outside''' the shooting range as civilian dwarves will see the goblins and run away.  &lt;br /&gt;
&lt;br /&gt;
 {{diagram|spaces=yes|\&lt;br /&gt;
       z&lt;br /&gt;
 ╔═══════════╗                   z + 4&lt;br /&gt;
 ║...........║  goblins fall  ╔═╦═╦═╦═╦═╗&lt;br /&gt;
 ║.+.+.[#F00]g.+.+.║ &amp;lt;------------- ║.║.║.║.║.║&lt;br /&gt;
 ║...........║                ║+║+║+║+║+║&lt;br /&gt;
 ║▼.........▼║                ║+++++++++║&lt;br /&gt;
 ║+++++++++++║                ║+++++++++║   &lt;br /&gt;
 ║+++++++++++║      &lt;br /&gt;
 ║+++++++++++║       ║D║&lt;br /&gt;
 ║+++++++++++║       ║+║ - Locked tunnel&lt;br /&gt;
 ║+++++++++++║    &lt;br /&gt;
 ║+++++++++++║      z - 1&lt;br /&gt;
 ║+++++++++++║       ║+║&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;
         ò - Lever to bridge (not represented)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Squad management==&lt;br /&gt;
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly trained melee dwarves in the squad with them.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element &amp;amp;mdash; [[losing|Fun happens]].&lt;br /&gt;
&lt;br /&gt;
=== Uniforms ===&lt;br /&gt;
&lt;br /&gt;
:''Note that these uniforms are designed to simply &amp;quot;work&amp;quot;, but they are not the best option. See the [[armor]] article for more about this.''&lt;br /&gt;
&lt;br /&gt;
Use the starter outfits in the armor article. They are maxed out protection for their material. If you ''know'' you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without a XXCave Spider Silk RobeXX leaving your military less protected.&lt;br /&gt;
&lt;br /&gt;
==== Starter Uniform ====&lt;br /&gt;
&lt;br /&gt;
# Wooden/Bone crossbows with Leather quiver and Bone (or Wooden) bolts, or any Metal melee weapons (only temporarily Wooden Elf/training weapons)&lt;br /&gt;
# Wooden/Leather shields&lt;br /&gt;
# Bone helms, upgrade to Metal soon&lt;br /&gt;
# Bone leggings&lt;br /&gt;
# Bone gauntlets&lt;br /&gt;
# Wooden Elf-bought armor, otherwise Leather armor and add Metal mail shirts asap&lt;br /&gt;
# Wooden Elf-bought boots, otherwise Leather high boots or empty (civilian socks/shoes) until Metal high boots&lt;br /&gt;
# Fill empty slots with civilian clothes (switch replace clothing to over clothing after available items were put on)&lt;br /&gt;
&lt;br /&gt;
==== Basic Uniform ====&lt;br /&gt;
&lt;br /&gt;
# Metal weapon, if using crossbows Leather quiver and Metal bolts&lt;br /&gt;
# Wooden (for weight) or Metal (for rare shield bash) shield&lt;br /&gt;
# Metal mail shirt&lt;br /&gt;
# Metal helm&lt;br /&gt;
# Metal leggings&lt;br /&gt;
# Metal high boots&lt;br /&gt;
# Metal gauntlets&lt;br /&gt;
# Metal breast plate&lt;br /&gt;
# optionally Silk/Yarn dress/robe&lt;br /&gt;
# optionally Silk/Yarn trousers&lt;br /&gt;
# optionally Silk/Yarn hoods&lt;br /&gt;
# optionally Silk/Yarn socks&lt;br /&gt;
# optionally Silk/Yarn mittens&lt;br /&gt;
&lt;br /&gt;
==== Best Uniform ====&lt;br /&gt;
&lt;br /&gt;
# Artifact Platinum Flail, Artifact Adamantine Melee, or Artifact Bone Crossbow&lt;br /&gt;
# Artifact Adamantine Helm&lt;br /&gt;
# Artifact Adamantine Breastplate&lt;br /&gt;
# Artifact Adamantine Gauntlets&lt;br /&gt;
# Artifact Adamantine High Boots&lt;br /&gt;
# Artifact Leather Dress&lt;br /&gt;
# Artifact Leather Face Veil&lt;br /&gt;
# Artifact Leather Gloves&lt;br /&gt;
# Artifact Leather Braies&lt;br /&gt;
# Artifact Leather Chausees&lt;br /&gt;
# Artifact Leather Turban&lt;br /&gt;
# Artifact Adamantine Mail Shirt&lt;br /&gt;
# Artifact Leather Long Skirt&lt;br /&gt;
# Artifact Leather Hood&lt;br /&gt;
# Artifact Leather Cloak&lt;br /&gt;
# Artifact Adamantine Shield&lt;br /&gt;
It is possible! It does require an amount of modding (to fix the error where gauntlets and high boots do not allow even ''themselves'' based on the size and permit system) and training everybody with armor maker, weapon maker, and clothier to a level higher than any other they have, along with mass forbidding items during strange moods.&lt;br /&gt;
&lt;br /&gt;
You can order your dwarves to wear more than one piece of same type, for example, three suits of mail armor and six cloaks, but that slows them down and clothing items give nearly no additional protection. The [[Armor]] article explains these possibilities in detail.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep in a [[barracks]] while on duty. Hopefully the sounds of combat will wake them up before they get killed.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous [[creature]]s (such as [[megabeast]]s), keep them far, far away until all your units are in position, and try to ambush the target in an area with no other creatures. If your dwarves get too close, they'll smell blood and charge in, regardless of what you do to try and stop them. Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
When under [[siege]] or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
[[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it.  Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themselves.&lt;br /&gt;
 &lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=215786</id>
		<title>Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=215786"/>
		<updated>2015-02-03T09:19:20Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* Menacing spikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|21:15, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&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. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military]]'''.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].''&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[machine component]].''&lt;br /&gt;
:''For information on catching [[vermin]]-sized creatures in [[animal trap]]s, see [[trapper]].''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs.  When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or pressure plates.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including [[insanity|berserk]] dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]].&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a [[pressure plate]] or [[lever]]. They will require at least three [[mechanisms]], one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe (so it's good for nobles).  You can use [[traffic|traffic designations]] to help somewhat.  Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''.  [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a [[restraint]] or in a 1x1 [[Activity zone#Pen/Pasture|pen]] in some random spot outside, build a few [[construction|columns]] around it to reduce the chance of them shooting it, and trap that area to hell and back.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of [[cat]]s, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Bait furniture===&lt;br /&gt;
[[Building destroyer]]s can be baited by furniture, which they will path to and destroy, if they can.  Furniture bait allows you to selectively target building destroyers, to draw them away from other aggressors or to a different trap.  This can be useful when, for instance, you'd like to draw a building destroyer like a [[giant cave spider]] into a cage trap, but don't want to bother caging all of the other wildlife around it.  It can also be useful for trapping monsters with special attacks that you'd rather not see go off, as the building destroyer won't use any special attacks on furniture as it would an animal.  For instance, you could use bait furniture to trap a [[forgotten beast]] with [[syndrome|deadly dust]] without causing it to spew more contagion.&lt;br /&gt;
&lt;br /&gt;
Bait furniture can be especially effective when used with [[Legendary artifact|artifact]] quality furniture.  Artifact furniture cannot be destroyed, but building destroyers will still attempt to path to it, at which point they will ineffectually attempt to destroy the furniture.  This makes traps baited with artifact furniture easily reusable.&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently===&lt;br /&gt;
&lt;br /&gt;
====Crosshair trapping====&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 +++++++[#F00]^^^[#FFF]+++++++      legend&lt;br /&gt;
 ++++++++▓++++++++   ▓  stone/wall&lt;br /&gt;
 ++++++++▓++++++++   [#F00]^  trap[#FFF]&lt;br /&gt;
 ++++++++▓++++++++   +  floor&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^[#FFF]&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 +++++++[#F00]^[#F00]^[#F00]^[#FFF]+++++++&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Inside corner trapping====&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║[@cc0]   [@]║[@c00]  [@]    [@cc0]  [@] &lt;br /&gt;
   ║[@cc0]   [@]║[@c00] [@]    [@cc0]   [@] &lt;br /&gt;
   ║[@cc0]   [@]║   [@090] [@cc0]    [@]    [@c00] [@] Unlikely path&lt;br /&gt;
   ║[@cc0]   [@]║  [@090] [@]╔═════   [@cc0] [@] Unpredictable path&lt;br /&gt;
   ║ [@cc0]  [@]║ [@090] [@] ║        [@090] [@] &amp;quot;Most likely&amp;quot; path&lt;br /&gt;
   ║  [@090] [@]║[#f0f][@090]g[#@]  ║        [#f0f]g[#] Invader&lt;br /&gt;
   ║[@c00] [@]  [@090] [@]  [@c00] [@]║&lt;br /&gt;
   ║[@c00]  [@]   [@c00]  [@]║  &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
Once in a straight hall, anything is possible, but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
====Pass trapping====&lt;br /&gt;
If there are a lot of hills outside, remove most of the ramps, then trap those last few routes.  The only way for creatures to get around will be to go through your traps.&lt;br /&gt;
&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲   Before&lt;br /&gt;
 ++++++++++++++++++&lt;br /&gt;
 &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 +++++++^▲^++++++++   After&lt;br /&gt;
 +++++++^^^++++++++&lt;br /&gt;
&lt;br /&gt;
====Ford trapping====&lt;br /&gt;
Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.&lt;br /&gt;
&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Nobody ever said that it had to end at the river banks.&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Building walls along the side allows you to make it longer&lt;br /&gt;
 +++++++++++░^^░+++++++++++  and to fill it with more traps.&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
&lt;br /&gt;
==Trap Designs==&lt;br /&gt;
===Bridge and drop traps===&lt;br /&gt;
&lt;br /&gt;
====Drawbridge trap====&lt;br /&gt;
Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[jabberer]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
====[[Pit trap]]====&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.  Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.  Or, you might consider linking the bridges to a [[repeater]].&lt;br /&gt;
&lt;br /&gt;
====Cave-in trap====&lt;br /&gt;
[[Support]]s can be linked to [[lever|triggers]]. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional [[cave-in]].&lt;br /&gt;
* [[Invader]]s dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor or wall directly onto any creature will ''instantly'' kill it, regardless of its [[size]].&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if they possess the TRAPAVOID token).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as [[ambush]]ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your mechanics and [[mason]]s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
=====Land mines=====&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]).&lt;br /&gt;
&lt;br /&gt;
More &amp;quot;traditional&amp;quot; landmines also exist, taking advantage of a bug. This involves setting a bridge to be deconstructed, then having this order be cancelled, all done while the bridge is in the down position. The bridge will then let fluids through, which with pressurized magma makes it a potent weapon.&lt;br /&gt;
&lt;br /&gt;
=====Chasm trap=====&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║+++^║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
====Falling debris trap====&lt;br /&gt;
[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk.&lt;br /&gt;
&lt;br /&gt;
A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].&lt;br /&gt;
&lt;br /&gt;
====Canceled construction deadfall====&lt;br /&gt;
Canceling an incomplete construction immediately frees the building material. The simplest way to weaponize this knowledge is to create a one tile wide hallway that is several z-levels high, and carve down stairs into the roof from the level above. Assign your masons to create stairs in the top level of the hallway, but suspend construction on each tile after they begin. When danger threatens below, simply cancel constructions to send building material raining down on enemies below.&lt;br /&gt;
&lt;br /&gt;
A more advanced design uses incomplete 8x1 bridges--each bridge will release three stones when canceled. These stones will normally be deposited on the tile where the architect was standing when the bridge was designed. A (completed) retracting bridge at the top of the hallway can provide a place for your architects to stand while loading the trap, but still allow the rocks to rain down when retracted.&lt;br /&gt;
&lt;br /&gt;
This trap has the distinction of being the only overseer-triggered trap--it doesn't require dwarves to pull levers, enemies to cross pressure plates, or any sort of timing delay. With some practice, it can be used selectively to take out priority targets (elite archers, squad leaders, dangerous creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
===Water traps===&lt;br /&gt;
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite &amp;lt;s&amp;gt;[[flood|harmful]] to your fortress&amp;lt;/s&amp;gt; [[fun]], so use with caution.&lt;br /&gt;
&lt;br /&gt;
====Drown and burn====&lt;br /&gt;
A flooding room trap combined with an unextinguishable [[fire|burning]] [[lignite]] bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into [[steam]] are as effective at killing your framerate as are [[goblin|goblins]]. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
====Drowning hall====&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the inflow and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).&lt;br /&gt;
&lt;br /&gt;
====Drowning tower====&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. Floodgates on the ground close, hatches on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water reservoir&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
====Ice trap====&lt;br /&gt;
Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here].  For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]].&lt;br /&gt;
&lt;br /&gt;
=====Fully Automatic Ice Trap=====&lt;br /&gt;
The hallway is exposed to the elements, and water there freezes instantly. The rest of the trap is underground. When an enemy steps on the pressure plate, the hallway is flooded with water immediately. Some of the water that doesn't freeze also triggers a second pressure plate. The second pressure plate pumps magma into the room directly beneath the main hallway, which melts the ice. The water is pumped out and retracting bridges then return the water and magma to their original positions. This trap was also inspired by the Degrinchinator.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-2239-automaticresettingicetrap&lt;br /&gt;
&lt;br /&gt;
For more info, see [http://www.bay12forums.com/smf/index.php?topic=63346.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
====Flusher====&lt;br /&gt;
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out- or into the trap-filled corridor leading to the alligator pit.&lt;br /&gt;
&lt;br /&gt;
A compact version of this can be set up with a reservoir tower and a path circling it:&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ·····························   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor  &lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate OR retracting bridge&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;~&amp;lt;/tt&amp;gt; - Water&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  ·····························&lt;br /&gt;
	&lt;br /&gt;
Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much fun. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate accident|innocent bystanders]] (7 levels start to do some serious damage).&lt;br /&gt;
&lt;br /&gt;
Once flushed, the victims will try to find a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect [[goblinite]] afterwards, have a way to drain the bottom of the trap dry.&lt;br /&gt;
&lt;br /&gt;
===Magma and fire traps===&lt;br /&gt;
These traps incinerate targets, or possibly encase them in [[obsidian]].  Magma does not play favorites - read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire. &lt;br /&gt;
&lt;br /&gt;
====Magma chamber====&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
====Incinerator hall====&lt;br /&gt;
Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or [[weather|rain]]. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.&lt;br /&gt;
&lt;br /&gt;
Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid.&lt;br /&gt;
&lt;br /&gt;
====Flamethrower bunker====&lt;br /&gt;
&lt;br /&gt;
Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.&lt;br /&gt;
&lt;br /&gt;
You may want to build the bridge and mechanisms out of [[dragonfire]]-safe materials if you are using a dragon.&lt;br /&gt;
&lt;br /&gt;
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.&lt;br /&gt;
&lt;br /&gt;
===Weapon traps===&lt;br /&gt;
Traditional trap components can be used in sometimes interesting ways.&lt;br /&gt;
&lt;br /&gt;
====Casual impalement====&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.&lt;br /&gt;
&lt;br /&gt;
====Caravan-Safe Traps====&lt;br /&gt;
Since traps block caravans, how can one have a depot but not have a trap-free entrance to the fortress?  Simple!  Caravans need 3-wide corridors, but that corridor does not need to be straight.  Invaders will path straight (or as straight as they can).  By knowing this, you can make trap layouts that have 3-wide corridors that intersect straight paths.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Like so:&lt;br /&gt;
 &lt;br /&gt;
       Zig-Zag                               Alternating U&lt;br /&gt;
       T+P+T+++      T = Trap                ++++P+++++++++++++P++++&lt;br /&gt;
       +T+P+T++      + = Ground/floor        ++T+P+TTTTTTTTTTT+P+T++&lt;br /&gt;
       ++T+P+T+      E = Ramps going down    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       +++T+P+T        to tunnel to depot    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+      P  = Caravan path       ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+                              ++T+P+T+++EEE+++T+P+T++&lt;br /&gt;
       +++T+P+T                              ++T+P+++++++++++++P+T++&lt;br /&gt;
       ++T+P+T+                              ++T+PPPPPPPPPPPPPPP+T++&lt;br /&gt;
       +T+P+T++                              ++T+++++++++++++++++T++&lt;br /&gt;
       T+P+T+++                              ++TTTTTTTTTTTTTTTTTTT++&lt;br /&gt;
       +P+T++++                              +++++++++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
Both designs can be repeated for maximum effect or used together (make the entrance on the U wider and put Zig-Zag traps on the corridor to the depot).  &lt;br /&gt;
&lt;br /&gt;
====Dodge Me Trap====&lt;br /&gt;
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader.&lt;br /&gt;
&lt;br /&gt;
Simple version:&lt;br /&gt;
 +............+  ^ weapon trap  &lt;br /&gt;
 +............+  + floor, your fort on one side; the savage wilds on the other&lt;br /&gt;
 +^^^^^^^^^^^^+  . Pit&lt;br /&gt;
 +............+&lt;br /&gt;
 +............+&lt;br /&gt;
&lt;br /&gt;
Compact version:&lt;br /&gt;
 +#########+     # retractable bridge with pit underneath&lt;br /&gt;
 +#^^^^^^^^+&lt;br /&gt;
 +#^#######+     + floor&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 +#######^#+     ^ traps&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 ══+++═══════&lt;br /&gt;
&lt;br /&gt;
===Building destroyer and trapavoid traps===&lt;br /&gt;
&lt;br /&gt;
====Door number one====&lt;br /&gt;
If you're having trouble dealing with building destroyers that don't set off traps, consider the following design, as seen from the side:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
════╝╬╬&lt;br /&gt;
[#F00]~X[#F0F]^  ▲╔═&lt;br /&gt;
══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Put the magma {{Raw Tile|~|#F00|#000}} behind a floodgate {{Raw Tile|X|#FFF|#000}}.  In front of the floodgate, place a pressure plate {{Raw Tile|^|#F0F|#000}} set to go off on magma of 0 to 0.  Link the pressure plate to a retracting bridge {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|╬|#FFF|#000}} that covers the exit ramp {{Raw Tile|▲|#FFF|#000}} to the area.  Although you can't get the creature to set off traps, when it breaks the door, magma will spill over the pressure plate, locking the creature in the hallway that is rapidly filling with magma.  You could combine this with a simple levered hatch for drainage, but there's only one way to be certain: obsidianify it from orbit.&lt;br /&gt;
&lt;br /&gt;
Note that the trap as pictured is too short-- in order to catch a creature, your bridge has to close before the creature can escape from the tunnel.&lt;br /&gt;
&lt;br /&gt;
====Artifact awe trap====&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
═════&lt;br /&gt;
+¢╬ ╬&lt;br /&gt;
═════&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This simple containment trap is designed to trap any number of building destroyers, even trapavoid building destroyers, on a single tile, after which you can do whatever you'd like with them-- bolt 'em, ice 'em, drop 'em, spike 'em, it's all good.  Building destroyers are drawn by a piece of [[legendary artifact|artifact-quality]] furniture, in this case, a hatch cover {{Raw Tile|¢|#FFF|#000}}.  A door {{Raw Tile|+|#FFF|#000}} prevents them from seeing further into your fort and being distracted from the enchanting beauty of your furniture.  When you've captured as many creatures as you'd like on that tile, simple raise both bridges {{Raw Tile|╬|#FFF|#000}}-- first, the far one, then, the one near the artifact-- and you may even remove the artifact, to create a new trap elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Other traps===&lt;br /&gt;
Anything that can be weaponized can be turned into a trap.  And anything can be weaponized.&lt;br /&gt;
&lt;br /&gt;
====Bioweapon trap====&lt;br /&gt;
Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to a huge amount of [[fun]], more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.&lt;br /&gt;
&lt;br /&gt;
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone.  Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench.&lt;br /&gt;
&lt;br /&gt;
Any affected creature is likely to carry the contamination with it past the location of the bioweapon.  This can be useful, if you've discovered a particularly interesting extract that you no longer have a way to generate, but it can also be dangerous to the well-being of your fortress.  A pile of extract sitting in 2/7 water will not block pathing, and will simultaneously infect and wash creatures passing through it.  Placement of extract in a damp trench can be difficult, as the water will tend to carry the extract on to the walls, but with persistence, it can be done.  Extract/water combos like this are best placed underground to prevent freezing or evaporation.  You may have difficulty preventing your dwarves from [[cleaning]] tiles affected by the extract.&lt;br /&gt;
&lt;br /&gt;
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.&lt;br /&gt;
&lt;br /&gt;
Bioweapon traps have the potential to be very powerful but should be considered extremely [[fun]], as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.&lt;br /&gt;
&lt;br /&gt;
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!&lt;br /&gt;
&lt;br /&gt;
=== Animal/Gladiator Traps ===&lt;br /&gt;
War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire.&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities.&lt;br /&gt;
&lt;br /&gt;
When you want to make them practice, just throw a caged prisoner in, order them to open it, and watch as they tear them to shreds.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.&lt;br /&gt;
==== Minecart grinder ====&lt;br /&gt;
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).&lt;br /&gt;
&lt;br /&gt;
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to &amp;quot;push&amp;quot; and &amp;quot;always&amp;quot;. Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].&lt;br /&gt;
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.&lt;br /&gt;
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.&lt;br /&gt;
&lt;br /&gt;
==== Shotgun ====&lt;br /&gt;
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way. You know you want to fill a minecart with !!lignite blocks!! now. [http://www.bay12forums.com/smf/index.php?topic=109460.msg3341586#msg3341586 Here] is an example.&lt;br /&gt;
&lt;br /&gt;
==== Water/Magma gun ====&lt;br /&gt;
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].&lt;br /&gt;
&lt;br /&gt;
Using [[Magma]] makes the design potentially more [[fun]] and certainly more dwarven.&lt;br /&gt;
&lt;br /&gt;
==== Minecart thumper ====&lt;br /&gt;
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.&lt;br /&gt;
&lt;br /&gt;
{{Category|Traps}}&lt;br /&gt;
{{category|Fortress defense}}&lt;br /&gt;
{{category|Design}}&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military&amp;diff=215785</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military&amp;diff=215785"/>
		<updated>2015-02-03T09:17:19Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:06, 1 November 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military and just want to order some (untrained) dwarves to (suicide) attack something ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[Military interface|military]]''' screen is accessible through the {{k|m}} key.&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|s}} key.&lt;br /&gt;
*The '''[[Note|points/routes/notes]]''' screen is accessible through the {{k|N}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|w}} key.&lt;br /&gt;
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''militia captains''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are selectable.&lt;br /&gt;
&amp;lt;!-- Please reenable when added back &lt;br /&gt;
&lt;br /&gt;
====Arsenal Dwarf====&lt;br /&gt;
The Arsenal Dwarf was removed in version 0.31.09 but may be re-introduced in a later version.  The rest of this section is only applicable if you are playing an older version.&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''[[Arsenal_dwarf|Arsenal Dwarf]]''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a [[manager]], an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for an Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. A new expedition leader should eventually arrive, although this may take several years.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled. This is likely caused by your Expedition leader/Mayor being absent.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Direct Commands}}&lt;br /&gt;
&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
Civilian alert levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will try to equip two left gauntlets or two right gauntlets rather than one of each. This happens if there are an odd number of gauntlets of any quality level; the dwarves try to equip two gauntlets of the highest quality level, regardless of whether they are left or right. A solution is to make sure every quality level accounts for one right gauntlet for each left gauntlet.&lt;br /&gt;
*Dwarves who become lords automatically disable all their civilian jobs. When they come off duty and back on duty they lose experience as well. (Note: First part is already fixed Toady said, but i don't understand the latter. Someone who can check it edit this).&lt;br /&gt;
*Military dwarves in squads that are assigned to a schedule may get increasingly angry about long patrol duties, even if they were not on duty the past 12 months. The [[utility:DFHack|dfhack]] command &amp;quot;tweak patrol-duty&amp;quot; is a workaround for this bug.&lt;br /&gt;
*Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=215784</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=215784"/>
		<updated>2015-02-03T09:14:32Z</updated>

		<summary type="html">&lt;p&gt;Infiltrator: /* New page request (and/or allow me to create pages) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
&lt;br /&gt;
== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
&lt;br /&gt;
== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
&lt;br /&gt;
== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
&lt;br /&gt;
== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
&lt;br /&gt;
== User page for Darchitect. ==&lt;br /&gt;
&lt;br /&gt;
I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
== Favicon Recovery ==&lt;br /&gt;
&lt;br /&gt;
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
&lt;br /&gt;
== Request for User Page ==&lt;br /&gt;
&lt;br /&gt;
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for Confirmed User ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cached Special Pages ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
&lt;br /&gt;
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DFRawFunctions ==&lt;br /&gt;
&lt;br /&gt;
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
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== I want to make Korean Wiki. ==&lt;br /&gt;
&lt;br /&gt;
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
&lt;br /&gt;
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
&lt;br /&gt;
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
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== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
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Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
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== Froot wants a userpage too. ==&lt;br /&gt;
&lt;br /&gt;
Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
&lt;br /&gt;
== Minecarts 101 page? ==&lt;br /&gt;
&lt;br /&gt;
Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
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== Page request ==&lt;br /&gt;
&lt;br /&gt;
May I request a userpage?&lt;br /&gt;
&lt;br /&gt;
-Erich&lt;br /&gt;
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== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
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== DF2012_Talk:Siege ==&lt;br /&gt;
&lt;br /&gt;
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
&lt;br /&gt;
thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
&lt;br /&gt;
== Wiki in spanish??? ==&lt;br /&gt;
&lt;br /&gt;
How can I create a page for the wiki in spanish?&lt;br /&gt;
&lt;br /&gt;
== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
&lt;br /&gt;
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;br /&gt;
&lt;br /&gt;
== new user page request ==&lt;br /&gt;
&lt;br /&gt;
looking for a user page so I can store my scripts in the wiki.&lt;br /&gt;
&lt;br /&gt;
thanks&lt;br /&gt;
vjek&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)&lt;br /&gt;
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== User Page Request. Asva. ==&lt;br /&gt;
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Am willing to store my constructions in a way to make them awailable for community. [[User:Asva|Asva]] 11:13, 30 December 2012 (UTC)&lt;br /&gt;
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== new page request ==&lt;br /&gt;
Hi&lt;br /&gt;
could you add a talk page at the &amp;quot;raw adamantine&amp;quot; article&lt;br /&gt;
user: grafsnow&lt;br /&gt;
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== DF2012:World rejection ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm trying to write the page for DF2012:World rejection http://dwarffortresswiki.org/index.php/DF2012:World_rejection which has a red link on the Advanced World Generation page but I can't create a new page. Do I need somebody to make it for me? Thanks, Seb. --[[User:SAFry|SAFry]] 19:08, 30 June 2012 (UTC)&lt;br /&gt;
:I created it for him.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 02:18, 1 July 2012 (UTC)&lt;br /&gt;
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== Could I get a page for my mod? ==&lt;br /&gt;
&lt;br /&gt;
I'm currently working on a mod, and I'd really like a page where I can put what the mod is, how you use it, what it includes, etc...&lt;br /&gt;
I'm sorry if it looks kinda sketchy that I just created this account today and I'm being vague about the mod Dx&lt;br /&gt;
Anyways, if/when you create it, could you title it ''PlayableCiv+'' &lt;br /&gt;
Thanks:)&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 05:30, 1 July 2012 (UTC)&lt;br /&gt;
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== Arms Industry Page ==&lt;br /&gt;
&lt;br /&gt;
Could you create an &amp;quot;Arms Industry&amp;quot; page for information concerning production of weapons? Alternatively, it could be called &amp;quot;Weapons Industry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page ==&lt;br /&gt;
&lt;br /&gt;
Would be very glad if i had a user page as a kind of sandbox (and to put some !!science!! stuff up there) [[User:Lorb|Lorb]] 09:53, 7 July 2012 (UTC)&lt;br /&gt;
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== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Could you make me a user page?&lt;br /&gt;
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== Requesting Page Creation for 'Fixed Creatures' ==&lt;br /&gt;
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There has been some discussion on r/DwarfFortress ([http://www.reddit.com/r/dwarffortress/comments/w8ht8/need_help_my_giant_black_mambas_wont_breed/]) about animals that don't lay eggs that should, eggs that don't hatch due to a missing Tag, and other various issues.  I would like to create a space where we can create a list of animals with the values and tags modified to be more accurate. Thanks!--Dragoon209&lt;br /&gt;
&lt;br /&gt;
Edit: I haven't received any word that the pages have been created, and a quick search shows no matches for 'Fixed Creatures'.  Is there any information I am missing to start the process?  Thanks in advance!&lt;br /&gt;
[[User:Dragoon209|Dragoon209]] 18:19, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: What page titlewould you like? --[[User:Briess|Briess]] 18:26, 13 July 2012 (UTC)&lt;br /&gt;
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:: How about &amp;quot;DF2012:Fixed_Creature_RAWs&amp;quot;? [[User:Dragoon209|Dragoon209]] 18:34, 13 July 2012 (UTC)&lt;br /&gt;
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== Outpost Liason ==&lt;br /&gt;
&lt;br /&gt;
I am simply looking for more information about a phenomenon that has happened twice now. An outpost liason came to my fort and asked if I wanted to join their colony. What are the pros and cons of saying either yes or no? Please help!&lt;br /&gt;
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== Yet Another User Page ==&lt;br /&gt;
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Just requesting a user page created, to play around in and post some of my own DF-related stuff. Thanks! [[User:MasterShizzle|MasterShizzle]] 17:59, 13 July 2012 (UTC)&lt;br /&gt;
:Umm... wow. That was fast! You guys are awesome. [[User:MasterShizzle|MasterShizzle]] 18:12, 13 July 2012 (UTC)&lt;br /&gt;
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== Symbol Sets (Modding) ==&lt;br /&gt;
&lt;br /&gt;
Can someone create a page for Symbol Sets, as used in Entity files, and found in language_SYM.txt?&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 23:32, 15 July 2012 (UTC)&lt;br /&gt;
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== 2012 Talk:Door ==&lt;br /&gt;
&lt;br /&gt;
Hi Emily,&lt;br /&gt;
&lt;br /&gt;
I'd like to start [[DF2012 Talk:Door]], since I can verify that artifact doors are indestructible. (There is a verify tag for that in the [[DF2012:Door#Notes]] section.) Here is the text I want to add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I can verify that artifact doors are indestructible. An artifact door is all that stands between my necropolis fortress (some 100 casualties in the previous siege) and 8 trolls standing right outside the door. The trolls have been there for an entire season. They showed up when the elven caravan arrived in spring, and are still there to greet the human caravan which just arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Great Cthulhu|Great Cthulhu]] 23:13, 19 July 2012 (UTC)&lt;br /&gt;
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== Need 2 pages created ==&lt;br /&gt;
&lt;br /&gt;
I would like to have my user page created, furthermore i would like to help improve the DF2012 Contaminant page,&lt;br /&gt;
and i need the DF2012 Talk:Contaminant created.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Ipsin|Ipsin - Everything is better with magma ]] 16:06, 23 July 2012 (UTC)&lt;br /&gt;
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== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello there! I am writing this to request the a user page (obviously :)) I'm a confirmed user, although I have less than 10 edits so far, I swear I am not a bot! I am actually more interested in the user page as a personal sandbox of the moment to figure out name space templates and the like without messing anything up. I use the wiki daily (I have only been playing for a few months, you guys were a life saver) so I am still going through plenty of articles all the time and would like to contribute more than I am able to now. I learn by doing and don't want to mess up any templates or the like :)&lt;br /&gt;
&lt;br /&gt;
Thanks very much for any help you are able to provide &lt;br /&gt;
--&lt;br /&gt;
[[User:Phage|Phage]] 05:45, 26 July 2012 (UTC)&lt;br /&gt;
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== New User Page Request ==&lt;br /&gt;
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Howdy, looking to get page for my user account.&lt;br /&gt;
&lt;br /&gt;
Let me know if you need any additional info.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:WhiskeyTangoFox|WhiskeyTangoFox]] 01:44, 30 July 2012 (UTC)WhiskeyTangoFox&lt;br /&gt;
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== Permission to make new Discussion pages? ==&lt;br /&gt;
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Hi Emi. I was trying to start a Discussion page in the &amp;quot;Sedimentary&amp;quot; article, but ran into a permission error. Since I am a longtime user, may I please have permission to make new pages? [[User:Coaldiamond|-Coaldiamond]] 20:00, 4 August 2012 (UTC)&lt;br /&gt;
:It seems like the wiki is a bit buggy in this regard. On [[Special:ListGroupRights]], only Administrators have the &amp;quot;createtalk&amp;quot; permission, which seems to be required to create talk pages. However, I was just able to create [[DF2012 Talk:Sedimentary layer]], but only after several attempts failing from a Permission error. Sometimes it would stop me immediately upon clicking the &amp;quot;Create&amp;quot; tab, and it always seemed to happen when I tried to Show Changes. I'm not really sure why this would happen, unless we're running on multiple servers and the configuration isn't synchronized. Hope this helps. --[[User:Timrem|timrem]] 21:26, 4 August 2012 (UTC)&lt;br /&gt;
:i just encoutered this problem today, I thought it'd be prohibited to create a user discussion page but that did not make sense to me. I hope this issue will be resolved soon. --[[User:Nagidal|Nagidal]] 07:28, 5 August 2012 (UTC)&lt;br /&gt;
::Yup, I too have noticed some odd inconsistency in the way the wiki may or may not allow you to create a page, with it being allowed after some N number of page reloads. I've mentioned on the [[Dwarf Fortress Wiki:Improvement Drive]] page that the wiki software is several versions out of date, so if we could get it updated, that would hopefully fix this problem. Is [[User_talk:Briess|Briess]] the correct person to contact about this, or is it someone else?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 7 August 2012 (UTC)&lt;br /&gt;
:::A user will be unable to create any pages (talk or otherwise) until they make 10 edits to the wiki.  There was a configuration error with one of the web servers that has been fixed which was denying create talk page rights to all users. --[[User:Briess|Briess]] 23:46, 7 August 2012 (UTC)&lt;br /&gt;
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== Another User Page. ==&lt;br /&gt;
&lt;br /&gt;
Just here to request permission to edit my own user-page, let me know if any sort of information is needed from me first in regards to it. --[[User:Morekouto|Morekouto]] 17:29, 5 August 2012 (UTC)&lt;br /&gt;
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== Stockpile setting info ==&lt;br /&gt;
&lt;br /&gt;
Here's something I've been thinking to add to the wiki for a couple of months now, but am not really sure what would be the best way to do it. I often set up fairly specialized stockpiles. For instance a stockpile only for seeds, another one for picks, and yet another only for empty bags (but not chests). When I was new to the game I did not know how to do these things. I expected to find the info how to set up a stockpile just for one kind of an item in the item's respective wiki page. Sometimes I was lucky, sometimes not.&lt;br /&gt;
&lt;br /&gt;
Most furnitures have a piece of text about such stockpile setting somewhere in the article or at least a hint, e.g. in [[Cage]]s you can read that &amp;quot;Cages are stored on the Animal Stockpile.&amp;quot; In [[Seed]]s, however, there's nothing that tells you that they are in the Food stockpile, and the [[Pick]] page redirects to [[Equipment]] which doesn't say anything about a stockpile for picks either.&lt;br /&gt;
&lt;br /&gt;
Let's see an example of a stockpile setting info I'd like to see about bags:&lt;br /&gt;
&lt;br /&gt;
: Stockpile of Bags: Furniture &amp;gt; Types &amp;gt; boxes and bags. Disable Stone/Clay and Metal. Restrict Other Materials to cloth, leather, silk, yarn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'll probably find a better way to express it, I'll have to see that it looks more or less the same across wiki pages, too.&lt;br /&gt;
&lt;br /&gt;
Three ways how to add this information to the wiki came to my mind, all have their pros and cons:&lt;br /&gt;
&lt;br /&gt;
: '''1.''' A stockpile setting overview page. Basically a table of all the stockpile categories, subcategories, and item entries from the stockpile setting page ({{k|p}}-{{k|t}}) and tell the users to find (Ctrl-F) the item somewhere on the page.&lt;br /&gt;
:: '''Pro:''' Done quickly.&lt;br /&gt;
:: '''Con:''' I assume people would rather expect to find the stockpile setting info in the item's dedicated page and would not think of looking for it in a stockpile setting page. Also, users should not be bothered with a search in page.&lt;br /&gt;
&lt;br /&gt;
: '''2.''' Adding a &amp;quot;Stockpile&amp;quot; section to the &amp;lt;nowiki&amp;gt;{{furniture}}&amp;lt;/nowiki&amp;gt; float, where people could see how to set it up.&lt;br /&gt;
:: '''Pro:''' Stockpile setting would be found extremely easily.&lt;br /&gt;
:: '''Con:''' No solution for non-furniture items.&lt;br /&gt;
:: '''Con:''' Would contain too much text in some cases (e.g. for bags you need to restrict the material to differentiate them from coffers or chests).&lt;br /&gt;
&lt;br /&gt;
: '''3.''' Each item which can have its individual stockpile could have its own wiki page with a &amp;quot;Stockpile setting&amp;quot; section (or maybe a &amp;lt;nowiki&amp;gt;{{stockpile}}&amp;lt;/nowiki&amp;gt; float?) where you could see this kind of information.&lt;br /&gt;
:: '''Pro:''' Stockpile setting would be found easily. People would soon realize that every item which can have a dedicated stockpile has its own wiki page which has a section where they find the stockpile setting.&lt;br /&gt;
:: '''Con:''' Requires many new pages to be created, but most of them would not contain much other information except for how to set an individual stockpile for them.  Here I'm thinking of pages like [[Plump helmet spawn]], [[Hood]], [[Raw skin]].&lt;br /&gt;
&lt;br /&gt;
Personally, I would go with solution '''3'''. I see that it is unnecessary to have an individual wiki page for each of the hundreds of animal species you can see listed in the Animal stockpile. Yet I think we should differentiate all the non-animal items as deep as [[skull]] is in the refuse stockpile, or each individual weapon is in the weapon stockpile.&lt;br /&gt;
&lt;br /&gt;
So what do you guys think? Do you have any other ideas how and where to save this stockpile setting information in the wiki? Would you mind me starting to add a &amp;quot;Stockpile settings&amp;quot; section to the items' pages and creating new pages where there are redirects or no pages? I admit it would look a bit weird if there were a page about an item but no other info on it except for a stockpile setting. On the other hand this could motivate other active users to add something more.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nagidal|Nagidal]] 10:56, 8 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think a combination of 1 and 3 is a good approach.  But feel free to do whatever you want - it is a wiki after all. :) -- [[User:Briess|Briess]] 20:31, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Talk page for Kenran ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'd like to have a usable User Talk page, so I could put the stuff on my profile there. I could then add some information about myself and some links on my profile itself. Thanks :)&lt;br /&gt;
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== YAUPCR ==&lt;br /&gt;
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Yet Another User Page Creation Request. Thanks in advance! [[User:Urist McDorf|Urist McDorf]] 04:03, 7 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hang on a second, I was able to create my user page myself (by simply clicking on the redlink in my signature, and clicking &amp;quot;edit this page&amp;quot;.). Not sure if that's a bug or a feature - perhaps the &amp;quot;page creation permitted after 10 edits&amp;quot; rule applies to user pages too? If so, maybe the banner announcement should note that - at present it sort of implies all new user pages need Emi to create them. [[User:Urist McDorf|Urist McDorf]] 04:19, 7 September 2012 (UTC)&lt;br /&gt;
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hi Emi, how can i get a user page here&lt;br /&gt;
&lt;br /&gt;
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07:23, 13 September 2012 (UTC)[[User:Markus007|Markus007]]Markus&lt;br /&gt;
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== page request: Noise talk ==&lt;br /&gt;
&lt;br /&gt;
I wish to start a page on Noise, talk page. I believe the 8 tile noise area is ridiculous and should be confirmed. On top, I never found dwarves to be awaken by such a thing. [[User:Discipol|Discipol]] 12:04, 15 September 2012 (UTC)&lt;br /&gt;
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== User page creation request ==&lt;br /&gt;
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Hello, please create one for me as well! Thanks, [[User:Waba|Waba]] 04:54, 18 September 2012 (UTC)&lt;br /&gt;
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== DF2012:Steel discussion page ==&lt;br /&gt;
&lt;br /&gt;
I'd like to (suggest) add to the DF2012:Steel page an actual recipie for repeating steel production at a smelter, since it is not entirely well-described.  I'd add it to the Discussion page there if there was one, but there isn't.  Can one be created?  (making steel at a smelter: Smelt &amp;lt;iron ore&amp;gt;/R, Make Pig Iron Bars/R, Make Steel Bars/R, Make Pig Iron Bars/R, Make Steel Bars/R -=&amp;gt; uses 1 iron ore, 4 flux, 4 or 5 coal to produce 4 Steel bars per cycle) Oh, and if it's not too much trouble, I'd like a User page too.  Thanks, &lt;br /&gt;
16:45, 20 September 2012 (UTC) jpvlsmv&lt;br /&gt;
&lt;br /&gt;
== Please add user page for me bsod.phantom - thanks ==&lt;br /&gt;
&lt;br /&gt;
Please add user page for me bsod.phantom - thanks&lt;br /&gt;
[[User:Bsod.phantom|Bsod.phantom]] 06:08, 1 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== need discussion page for DF2012:Container ==&lt;br /&gt;
&lt;br /&gt;
This text seems inaccurate with 2012 on the DF2012:Container page: (any of these 4 container types can be used to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles).&lt;br /&gt;
&lt;br /&gt;
There is no Discussion page for Containers. I'm a fairly inexperienced player and just got my first Mayor who demanded two chests and a cabinet. Based on the above text I made three rock cabinets and after placing them it did not satisfy the 2 chests requirement. When I made two metal chests and placed them the requirement was met.&lt;br /&gt;
&lt;br /&gt;
Since there's no discussion page, should I just edit the page and remove that line or put a note next to it that says this may not be accurate?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Bsod.phantom|Bsod.phantom]] 03:18, 4 October 2012 (UTC)&lt;br /&gt;
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== Specific heat Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Greetings!&lt;br /&gt;
I was doing some research and just noted that, the .40d [page] on Specific heat is largely correct but it's not in the 0.31 nor DF2012 sections. I tried editing the page myself but couldn't do it, so I'm suggestion someone ports it to a DF2012 article. --[[User:Arkhometha|Arkhometha]] 08:09, 7 October 2012 (UTC)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Forget it, I was the one who didn't know how to use the wiki properly. Fixed the SPEC_HEAT page to have a proper page instead of just redirecting to the temperature page. --[[User:Arkhometha|Arkhometha]] 07:42, 20 October 2012 (UTC)&lt;br /&gt;
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== Yet another new user page request... ==&lt;br /&gt;
&lt;br /&gt;
Hi. :) Could I please have a user page? I appreciate it. :) [[User:Trent|Trent]] 15:32, 9 October 2012 (UTC)&lt;br /&gt;
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== Verified Users? ==&lt;br /&gt;
&lt;br /&gt;
I don't contribute here too, too often, but does every user have to type in a captcha for every edit, or is there some way to get verified so I don't have to do it all the time? [[User:Danjen|Danjen]] 03:24, 15 October 2012 (UTC)&lt;br /&gt;
:If I recall correctly, you automatically become &amp;quot;confirmed&amp;quot; after 5-10 successful edits. --[[User:Quietust|Quietust]] 13:51, 15 October 2012 (UTC)&lt;br /&gt;
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== A user page, please ==&lt;br /&gt;
&lt;br /&gt;
Hi there, could I have a user page I can edit, please?&lt;br /&gt;
&lt;br /&gt;
Many thanks, --[[User:Matthewbarr|Matthewbarr]] 10:46, 5 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ratings always fail for unconfirmed users ==&lt;br /&gt;
&lt;br /&gt;
The rating script always says &amp;quot;success&amp;quot; when rating a page, but it never does anything when a user is unconfirmed.  --[[User:Lethosor|Lethosor]] 19:31, 10 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi! Please welcome me...  ==&lt;br /&gt;
&lt;br /&gt;
But before you can {{template:welcome}} me, you'd need to create a user page and user talk page for me... :D&lt;br /&gt;
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Westie (User:ImaWestie|talk:ImaWestie)&lt;br /&gt;
[[User:ImaWestie|ImaWestie]] 22:02, 17 November 2012 (UTC)&lt;br /&gt;
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== You Must Be Tired. ==&lt;br /&gt;
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Like many other sections, this is for a user page. Why don't you leave it up to people to create their own user page and this just be for new pages on the wiki [http://dwarffortresswiki.org/index.php/Main_Page]? It would be a lot less demanding on you and people can get the feel for writing a page by themselves.&lt;br /&gt;
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--[[User:Professor Henn|Professor Henn]] 02:46, 30 November 2012 (UTC)Professor_Henn 2:44 AM (UTC -0:00)&lt;br /&gt;
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:IIRC, it is done this way because the spambots like to auto-create user pages for their spam. --[[User:UristDaVinci|UristDaVinci]] 05:14, 2 December 2012 (UTC)&lt;br /&gt;
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== I have an error report ==&lt;br /&gt;
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In the ingame Manual for Dwarf Fortress, in '''The Manual: Accounts''' it says 'stop' instead of 'shop'.&lt;br /&gt;
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I didn't know whom to report this typo, so I'm posting here. Is this OK? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:89.110.240.186|89.110.240.186]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Thanks. [http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress bug tracker] is generally a good place to post those. --[[User:Lethosor|Lethosor]] 19:04, 20 January 2013 (UTC)&lt;br /&gt;
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== New page request (and/or allow me to create pages) ==&lt;br /&gt;
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Could I please have the http://dwarffortresswiki.org/index.php?title=Special:Upload&amp;amp;wpDestFile=Tree-kills-woodcutter.png page created?  I'm trying to add a picture to http://dwarffortresswiki.org/index.php/DF2014:Wood_cutter (unless there's a better way?)&lt;br /&gt;
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--[[User:Infiltrator|Infiltrator]] ([[User talk:Infiltrator|talk]]) 09:14, 3 February 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Infiltrator</name></author>
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