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	<updated>2026-06-25T06:42:56Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saved_game_folder&amp;diff=212671</id>
		<title>Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saved_game_folder&amp;diff=212671"/>
		<updated>2014-12-05T01:22:45Z</updated>

		<summary type="html">&lt;p&gt;Int ua: raw symlink hint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by Dwarf Fortress. Knowledge on the technicals of the saved game folder is crucial if one wishes to [[Importing and exporting worlds|import or export saves]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Individual [[world generation|worlds]] are stored in the '''data/save/''' directory in the Dwarf Fortress root directory.  By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). On Windows 7, if Dwarf Fortress is installed in the Program Files subdirectory, the saved game folders are instead located at &amp;quot;Users\Myname\Appdata\Local\VirtualStore\Program Files\Dwarf Fortress\data\save&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have modified your [[d_init.txt]] to seasonally backup, then the backup folders will be named ''region#-season-year'', for example region1-spr-202.&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running! This can cause fatal flaws many dwarf-seasons later, and is one known cause of the [http://www.bay12games.com/forum/index.php?topic=34936.0| &amp;quot;Nemesis Unit Load Failed&amp;quot;] crash error.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside here is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. The amount of these files is heavily dependent on the size of the world, and they store the information about map features (such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|spires]]). Replacing these files will very rarely crash the game, but usually will cause unwanted effects such as magma seas present on the surface. These files do not seem to cause too many crashes when removed, and do not exist in some peculiar worlds.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''.&lt;br /&gt;
* A series of files named ''unit-#.dat''. Replacing these has been known to cause the infamous Nemesis Unit Load Failed error. Resolving the aforementioned error, however, involves copying these over from a previous backup of the save. Depending on the size of the world, there could easily be thousands of these files, making it infeasible to send the saved game folder without compressing it all in one file first.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored in this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also an alpha, can crash, and your world can become corrupted by an error. You can also make use of the auto save features settable in &amp;quot;data/init/d_init.txt&amp;quot;. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
For more info on the autosave feature, see [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
==Disappearing saves==&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing.&lt;br /&gt;
&lt;br /&gt;
The game saves to the directory from which it was loaded, so if you restore a game from a seasonal save after a crash, you will be saving to the folder from which you loaded (like [region1-spring-1056]) and not to your default folder (like [region1]) where you would expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic, because you will see your 'Region X' save as several years older than you would expect it and it will look like you lost all your work since last autosave to some bug. The save you need to load is however going to be in the slot from which you loaded from automatic backup.&lt;br /&gt;
&lt;br /&gt;
The golden rule is: if you want to restore a savegame from backup, you should rename that backup to indicate that. Remember to do that while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, Dwarf Fortress will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save just kill the application. Make sure you have sufficient free disk space before launching Dwarf Fortress! {{bug|2587}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
You can replace the ''raw'' directory with a symlink to ''../../../raw'' if you want to save a couple of MBs on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=208311</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=208311"/>
		<updated>2014-07-28T04:30:09Z</updated>

		<summary type="html">&lt;p&gt;Int ua: /* Infinite Adamantine / Metals */  Minecarts now return 30% of adamantine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a [[Manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]].  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].  &lt;br /&gt;
&lt;br /&gt;
Note that, due to {{bug|5994}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].&lt;br /&gt;
&lt;br /&gt;
=== Simple Quantum Stockpiles ===&lt;br /&gt;
The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], dumping the items you want to store and then reclaiming them when you are ready to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
=== The Minecart Stop ===&lt;br /&gt;
This method allows the type of items to be stored in the Quantum Stockpile to be completely controlled and to be as broad or specific as required.  Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of receiving stockpiles.  Distribution is also automatic, with dwarves coming to collect items as needed (just like from a normal stockpile).&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever.  The steps below are to create a standalone Quantum Stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
  rrrr     r receiving stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   d       d distribution stockpile&lt;br /&gt;
&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}}.  Ensure you set the dumping direction {{K|d}}.&lt;br /&gt;
# Designate a 1x1 distribution stockpile {{K|p}} on the square where the stop will dump and define preferences {{K|q}} to make the settings {{K|s}} store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}.  Make it take from links only {{K|a}} but don't make any links.&lt;br /&gt;
# Designate a receiving stockpile {{K|p}} (can be anywhere, but optimally right next to the constructed track stop) of any size.  The larger it is, the more dwarves will simultaneously collect items.  Define the preferences {{K|q}} of this stockpile to be the same as the distribution stockpile, with the possible exception of the number of wheelbarrows.  If the QSP is for heavy items (e.g. loose [[stone]]s), you may want to use [[wheelbarrow]]s in the receiving stockpile to speed up collection.  Wheelbarrows will place a limit of up to three dwarves simultaneously collecting, unless you make multiple receiving stockpiles, each with its own set of wheelbarrows.&lt;br /&gt;
# Construct a new hauling route {{K|h}} - {{k|r}}, assign a vehicle {{K|v}} (you'll need to make a minecart), and define a new stop {{K|s}} on your constructed track stop.   {{K|Enter}} to define the stop, {{K|Enter}} again to set the desired items to the same as your stockpiles, {{K|x}} to remove all existing conditions, {{K|s}} to make a stockpile link and choose the receiving stockpile/s {{K|p}}.&lt;br /&gt;
&lt;br /&gt;
It is a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store. &lt;br /&gt;
&lt;br /&gt;
This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}), and all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place). [[Food]] stored using this method tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels. This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
&lt;br /&gt;
Note however that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
&lt;br /&gt;
=== The Undump ===&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented.  While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.  &lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
Drawbacks to this design:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]].  Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals.  See the page for [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven Water Reactor ==&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel/bag for free ==&lt;br /&gt;
&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel.  Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite Adamantine / Metals ==&lt;br /&gt;
&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return.  Smelt a stack of coins, then trade it to a caravan.  You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars.  One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return.  The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread].  While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker.  Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item. Previously, adamantine [[minecart]]s used to return 180% of their material when melted, but that was fixed in the latest versions.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]'s rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Road-Dar ==&lt;br /&gt;
&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the carverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger Room ==&lt;br /&gt;
{{Main|danger room}}&lt;br /&gt;
&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of training spears (''not'' menacing spikes or metal spear, or even [[elf|Elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Shaft of Enlightenment ==&lt;br /&gt;
&lt;br /&gt;
Creatures with at least Dabbling in a weapon skill that fall onto an [[DF2012:Spike#Upright_Spear.2FSpike|upright spear / spike]] with an appropriate weapon equipped can experience godly increases in certain combat skills, up to [[legendary]] +70.{{bug|6397}} A drop of 2-3 [[z-level]]s, low-quality wooden [[training spear]]s, and wooden floors are recommended to maximize survivability. See this [http://www.bay12forums.com/smf/index.php?topic=134512.0 forum thread] for details.&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=208306</id>
		<title>Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=208306"/>
		<updated>2014-07-28T03:12:42Z</updated>

		<summary type="html">&lt;p&gt;Int ua: Adamantine minecarts don't produce more wafers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-150%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Items that yield more than 100% can be used to increase the amount of a metal you have available by producing those items and then melting them down again as many times as required.  This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in him throwing severe tantrums when you start melting all his ☼masterwork☼ items, so you will need to disable your legendary armorer/weaponsmith while using the exploit, and make sure the skill levels don't get too high on the dwarfs making the items, or you will have tantrum spirals, fist fights, and/or lots of &amp;lt;s&amp;gt;useless junk&amp;lt;/s&amp;gt; valuable trade goods lying around.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it makes sense to designate one smelter as &amp;quot;melting&amp;quot; smelter (or for one metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up an individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).&lt;br /&gt;
&lt;br /&gt;
Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the &amp;quot;Material size&amp;quot; column instead of &amp;quot;Bars to make&amp;quot;, so if that number is larger, the efficiency will be reduced accordingly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[weapon|Weapons]] (made by Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Pick || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 1) || (1) || 1/25 || 0.1{{verify}} || '''''250%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Siege Equipment (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow head || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 4 || 1 || 1.2{{verify}} || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 5 || 1 || 1.5{{verify}} || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Mechanic)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || (3) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Armor]] (Armorsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Helm || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Low boot || 1 || 0.5 || 0.3 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| High boot || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 9 || 3 || 2.7 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[tool|Tools]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Pot || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Hive || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Minecart ([[adamantine]]) || 6 || 6 || 1.8 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Blacksmith)&lt;br /&gt;
|-&lt;br /&gt;
| Anvil || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Bin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || (4) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cage || (6) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chair || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chest || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Crutch || (3) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Door || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Grate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Splint || (2) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Statue || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Table || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Chain || (4) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Trapper)&lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Other objects (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Flask || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Figurine || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%&lt;br /&gt;
|-&lt;br /&gt;
| Goblet || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument || (1) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Toy || (1) || 1 || 0.2{{verify}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Ring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Scepter || (1/3 to 1) || 1/3 to 1 || 0.2{{verify}} || 20% to 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.&lt;br /&gt;
&lt;br /&gt;
Metal bars are able to be melted and remade into a bar at a smelter. (Melt 1 tin bar, return as 1 tin bar + experience.)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A number of items produce more metal when melted than they cost to produce.{{bug|6027}}&lt;br /&gt;
*Designating items to be melted from the [[stocks]] screen can cause a crash.{{bug|6431}}&lt;br /&gt;
*Melting [[minecart]]s assigned to routes can cause a crash.{{bug|6242}}&lt;br /&gt;
*Metal chests cannot be [[melt]]ed; attempting to do so will leave the chest intact but cause the furnace operator to gain experience (and waste [[fuel]] at non-magma smelters). {{bug|2493}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=207886</id>
		<title>Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=207886"/>
		<updated>2014-07-25T17:52:03Z</updated>

		<summary type="html">&lt;p&gt;Int ua: Training discipline, merchants bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]&lt;br /&gt;
&lt;br /&gt;
'''Refuse''' is everything which can be stored in the predefined refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpile will accept:&lt;br /&gt;
&lt;br /&gt;
* Corpses, bodyparts and bodily remains of [[creatures]] (heads, teeth)&lt;br /&gt;
* By-products of the [[meat industry| meat]] and [[fishing industry]] (bones, raw hide, raw fish)&lt;br /&gt;
* Things which are rotten (rotten food, rotten meals, rotten raw hide)&lt;br /&gt;
* Things the dwarves have no further use for (withered plants, [[Wear|tattered]] clothes)&lt;br /&gt;
&lt;br /&gt;
Clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly.&lt;br /&gt;
&amp;lt;br clear=left/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uses for Refuse ==&lt;br /&gt;
Despite its name, many things considered a refuse translate into a valuable resource for dwarven industries — especially if you have [[Modding guide|modded]] the dwarven [[ethics]] so that you can butcher sapient creatures.&lt;br /&gt;
&lt;br /&gt;
=== Bolts and Crossbows ===&lt;br /&gt;
Many dwarven fortresses survived the early goblin [[ambush]]es and [[siege]]s because their [[bone carver]]s used [[bone]]s to make [[bolt]]s. Where trees are rare, bones can serve for making [[crossbow]]s as well.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Bones can be used to make bone [[armor]]. It is better than leather armor, although you cannot craft any bone breastplates, mailshirts or boots.&lt;br /&gt;
&lt;br /&gt;
=== Leather ===&lt;br /&gt;
Pieces of armor which cannot be crafted from bones and [[Equipment#Quivers|many]] [[Equipment#Backpacks|other]] [[DF2012:Flask|useful]] [[Armor#Shield|things]] can easily be made out of leather. Leather is made from [[skin|raw hides]] and raw hides are refuse. By the time you have butchered your first animal, you should have a [[Tanner's shop|tannery]] ready. The skin from butchered animals rots quickly and if you just started to butcher your numerous poultry and have a slow-working tanner, you better store raw hides in a refuse stockpile. When stored, they don't rot as quickly.&lt;br /&gt;
&lt;br /&gt;
=== Clothes ===&lt;br /&gt;
[[Shearer|Shearing]] sheep, llamas and alpacas is the very beginning of the dwarven wool industry. Their wool is more valuable than any plant fiber and is best stored in a customized refuse stockpile close to a [[farmer's workshop]] where it can be spun into [[yarn]]. The [[hair]] of other (butchered) creatures (e.g. horses or cows) can be spun into [[thread]], too, although such threads can only be used in [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
Many, many kinds of crafts can be made from refuse. If your masons and stonecrafters work so quickly that your miners have to mine out useless space just to supply them with stones, you should consider making more crafts from refuse and refuse-based products. The choice is yours:&lt;br /&gt;
&lt;br /&gt;
* yarn [[cloth]] crafts (yarn is made from wool which is refuse)&lt;br /&gt;
* [[leather]] crafts (leather is tanned from raw hide which is refuse)&lt;br /&gt;
* [[bone]] crafts&lt;br /&gt;
* [[shell]] crafts&lt;br /&gt;
* [[ivory]] crafts (teeth are considered ivory, too)&lt;br /&gt;
* [[horn]] crafts&lt;br /&gt;
&lt;br /&gt;
=== Totems ===&lt;br /&gt;
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your bonecarver can use them to make [[totem]]s for which any caravan will pay you good money.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
The most valuable use for refuse is for [[decoration]]. The value of an item will multiply many times if it is skillfully decorated. Use bones, shells, ivory, and horns to decorate finished goods, clothes, or furniture. Use yarn cloth and leather (refuse-based products) to sew decorative images, too.&lt;br /&gt;
&lt;br /&gt;
=== Training Discipline ===&lt;br /&gt;
If a refuse stockpile with corpses placed near a high-traffic route it will scare your dwarves from time to time, forcing them to slowly gain discipline points and cancel jobs. However, it will also sometimes scare merchants, forcing them to deconstruct wagon, mark all goods in it as produced in the fortress and leave{{bug|7185}}. Also that could produce wagon wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refuse Stockpile ==&lt;br /&gt;
&lt;br /&gt;
A thriving refuse-fuelled industry requires many carefully set stockpiles. A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which only accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) has a few peculiarities. It can become the source of [[miasma]], if not set up properly. Under [[Surroundings#Evil|certain conditions]], a refuse stockpile may become a source of great [[Siege#Necromancer_sieges| Fun]], too. Therefore be advised to use customized [[stockpile settings]] instead and also be careful to avoid miasma and other potential [[undead|dangers]].&lt;br /&gt;
&lt;br /&gt;
=== Avoid Miasma ===&lt;br /&gt;
&lt;br /&gt;
Since the refuse includes rotten or rotting things, a refuse stockpile is best designated on tiles which are {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} (see [[tile attributes]]).&lt;br /&gt;
&lt;br /&gt;
Players prefer to place a refuse stockpile outside their cavern, usually a small distance from the entrance. Alternatively, you can also expose any part of your fortres's {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then cover them again with constructed floors or walls. Such tiles will become {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.&lt;br /&gt;
&lt;br /&gt;
=== Stack and Sell Tattered Clothes ===&lt;br /&gt;
&lt;br /&gt;
A fortress in its more advanced stages will be spammed by many tattered clothes. While some players choose to [[Dwarven atom smasher| atom smash]] them, others still sell them for profit to [[Trading#Caravans|caravans]] as they can be worth one to three quarters of their original value. To minimize the number of tiles needed to store your tattered clothes in a refuse stockpile, simply allow bins (with {{k|c}} or {{k|C}}) in the stockpile's building properties ({{k|q}}). Selling tattered clothes to the caravan is also a good way to solve the problem of legendary clothiers &amp;quot;suffering the travesty of art defacement&amp;quot; when their XX☼pig tail fiber socks☼XX decompose in a refuse stockpile. Note that actually leaving clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly, so if you do intend to sell these items, it would be wise to disable refuse on the stockpile once items are successfully added, since items on a stockpile tile will be considered a part of it no matter what the settings are.&lt;br /&gt;
&lt;br /&gt;
=== Gather Refuse From Outside ===&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles restricted to butcherable animal corpses, bodyparts, and fresh raw hides placed next to a [[butcher's shop]] or a [[Tanner's shop|tannery]] will save your butcher and tanner a lot of hauling time. A butcherable animal or bodyparts lying somewhere outside your fortress will be ignored by default unless you order your dwarves to gather refuse from outside. You can set it up in the [[standing orders]] ({{k|o}}-{{k|r}}-{{k|o}}).&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=205895</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=205895"/>
		<updated>2014-07-14T09:36:25Z</updated>

		<summary type="html">&lt;p&gt;Int ua: 0.40.03&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|0.40.03}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version here:&lt;br /&gt;
{{News/Mirrors/0.40.03}}&lt;br /&gt;
&lt;br /&gt;
Windows users should generally download one of the &amp;quot;Main&amp;quot; (SDL) versions (listed in the first row), unless the &amp;quot;Legacy&amp;quot; version is required for some reason. The &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; links are mirrors (but should be identical to their Bay12-hosted counterparts), and the &amp;quot;Small&amp;quot; link does not include [[music|sound]].&lt;br /&gt;
&lt;br /&gt;
Mac and Linux users should generally download the SDL version for their platform. While it is possible to run the Windows version under wine, it is often slower and less stable than the native version.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Dwarf Fortress Starter Pack] (Windows) - A more comprehensive, and more importantly, up-to-date interpretation of the Lazy Newb Pack. As with the Lazy Newb Pack, PeridexisErrant's Dwarf Fortress Starter Pack has the full game plus utilities and graphics sets in one big package with tweaks to fix a lot of common bugs.  Everything is preconfigured to work out of the box, and many options can be manually changed. &lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 Fricy's MacNewbie] - essentially the Lazy Newb Pack, for OS X.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792 Linux Lazy Newb Pack] - exactly what it says.  This will also try to find missing dependencies and so on.  &lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]] and [[Tilesets|tilesets]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
For development purposes (such as changing libraries or patching), you may want to install [http://developer.apple.com Apple's developer tools].&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to download [http://xquartz.macosforge.org/landing/ XQuartz] to run Dwarf Fortress, which is no longer bundled with OS X by default.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
To fix this problem run the following command in a new terminal:&lt;br /&gt;
&lt;br /&gt;
Ubuntu 14 (or systems without ia32-libs):&lt;br /&gt;
 sudo apt-get install libgtk2.0-0:i386 libglu1-mesa:i386 libsdl-image1.2:i386 libsdl-sound1.2:i386 libsdl-ttf2.0-0:i386&lt;br /&gt;
Ubuntu 13 and below:&lt;br /&gt;
 sudo apt-get install ia32-libs libsdl-image1.2 libsdl-sound1.2 libsdl-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the last command has finished (it should take about 5-10 minutes) go back to the old terminal and retry the ./df command.&lt;br /&gt;
&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
Alternatively, downloading the windows version and running it with the wine emulator works fine. This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
&lt;br /&gt;
=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 x86_64&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 i686&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
==== How-to for Debian and similar ====&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
After doing this, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
=== Install on Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing to the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Sy&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and you graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
If you have ATI graphics install lib32-catalyst-utils with:&lt;br /&gt;
  pacman -S lib32-catalyst-utils &lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stymied&amp;diff=200655</id>
		<title>v0.34:Stymied</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stymied&amp;diff=200655"/>
		<updated>2014-07-04T23:30:51Z</updated>

		<summary type="html">&lt;p&gt;Int ua: stymied by mood bug number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:12, 23 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Diplomacy Stymied - A diplomat has left unhappy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A player will encounter this message when a [[diplomat]] is unable to fulfill his duties and chooses to leave the map. This may occur if your [[leader]], [[mayor]], or other [[noble]] is unable to perform the &amp;quot;conduct meeting&amp;quot; task for several months, or immediately if your noble is killed, replaced, or taken by a [[strange mood]]{{bug|622}}. Curiously, this will '''not''' occur if the diplomat is physically prevented from attending the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
A diplomat that is being chased down by goblins or invaders may leave preemptively. This even happens when you order your own dwarves to attack him, thought that will be [[Loyalty cascade|fun]].&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Soldier&amp;diff=200131</id>
		<title>v0.34:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Soldier&amp;diff=200131"/>
		<updated>2014-06-23T16:55:11Z</updated>

		<summary type="html">&lt;p&gt;Int ua: linking to bug about dropping rations, mentioning cleanowned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:37, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Timelessness Notice}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on [[squads|maneuvering]], [[scheduling]], or [[equipment|equipping]], your dwarves, see the respective pages. For a general overview, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''[[squad]]''' of your '''[[military]]'''. Turning your [[lye maker|useless civilians]] into hardened harbingers of death is one of the most important jobs in the fort. With all the &amp;lt;s&amp;gt;[[forgotten beast|horrors]]&amp;lt;/s&amp;gt; [[forgotten beast|Fun]] [[megabeast|awaiting]] [[titan|you]], you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
==Soldiers and Civilians==&lt;br /&gt;
At any given moment, a dwarf is either a ''soldier'' or a ''civilian''.  When on duty, a dwarf plays the role of a soldier.  The dwarf's icon will be solid: {{Raw Tile|☻|#fff}} .  When off duty, the dwarf is a [[skill|civilian]], with a hollow icon: {{Raw Tile|☺|#fff}} .  Off duty is the default state; all your dwarves will start out this way.&lt;br /&gt;
&lt;br /&gt;
A dwarf goes on duty when given an active [[squad#orders|order]], or when his [[scheduling|schedule]] requires him to follow a passive order.  When going on duty, a dwarf will pick up any equipment needed to fill out his assigned uniform.  If the dwarf's military title is &amp;quot;Recruit&amp;quot; (see Skills below), then the dwarf will think a bad [[thought]] about the draft when going on duty ''unless'' there is an active siege.  Likewise, if a military dwarf goes off duty but has no civilian skills of Novice or higher (civilian title of &amp;quot;Peasant&amp;quot;), then the dwarf receives a bad thought about being relieved from duty (unless he was previously a Recruit).&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a [[goblin]], an [[alligator]] or even a [[hoary marmot]]. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are.&lt;br /&gt;
&lt;br /&gt;
Off-duty civilians behave in precisely the opposite manner.  A civilian who spots a hostile creature will panic: he will stop working on whatever job he is performing, and will run in some highly inappropriate direction (generally ''away'' from the perceived threat, but not necessarily ''toward'' safety).  It doesn't matter that the &amp;quot;threat&amp;quot; is trapped behind a solid wall, three Z levels down, with no conceivable way to injure the dwarf -- if a civilian can see it, he'll run from it.&lt;br /&gt;
&lt;br /&gt;
An off-duty dwarf who is a member of a squad will perform whatever civilian [[labor]]s are enabled.  In addition, he may train in his [[barracks]], doing Individual Weapon Drills, if his squad has an assigned barracks.  (He will not participate in any group training, though.)  Off-duty dwarves may continue to wear their military uniforms, if told to do so (this is the default).&lt;br /&gt;
&lt;br /&gt;
==Weapons and Skills==&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever [[weapon]]s (they often carry more than one) they ''carry'' (not necessarily what you've assigned them) or use [[wrestling]] (if they're weaponless). All dwarves can wear armor and wield a shield along with their weapon(s). Occasionally, dwarves may become &amp;quot;attached to&amp;quot; their weapons and shields, and can even name their weapons.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
When reaching Novice skill with a weapon (or wrestling), a dwarf will turn from a Recruit to a specialized soldier (i.e. a [[sword]]-using Recruit would become a Swordsdwarf). When reaching the level of Great or higher in a weapon skill, he will become a Hero, or ''elite'' soldier (i.e. a Swordsdwarf becomes a Swordmaster).&lt;br /&gt;
&lt;br /&gt;
Dwarves can specialize in any of the following weapon skills. Not all of these skills are easily trained: some weapons, like pikes and whips, are 'foreign' and cannot be manufactured by dwarves.&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Combat skill|Pikedwarf]]&lt;br /&gt;
* [[Combat skill|Lasher]]&lt;br /&gt;
* [[Combat skill|Knife User]]&lt;br /&gt;
* [[Combat skill|Blowgunner]]&lt;br /&gt;
* [[Combat skill|Bowdwarf]]&lt;br /&gt;
&lt;br /&gt;
Other military skills cannot be specialized in, but are equally important.&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
&lt;br /&gt;
Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations.&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
&lt;br /&gt;
The [[miner]] skill is unique in that although Dwarf Fortress does not usually consider it a weapon skill, it is the primary skill used by military dwarves wielding a pick. Dwarves without any other military specialization skill, but with skill in miner, will be named &amp;quot;Recruit&amp;quot; and act as if they were recruits.&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every [[weapon]] has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a [[spear]] will be known as a Speardwarf, even if the soldier has been reassigned to train with an [[axe]] instead.&lt;br /&gt;
&lt;br /&gt;
=== [[Axeman|Axedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in the slash [[damage type]], also known as the fine art of severing limbs. &lt;br /&gt;
&lt;br /&gt;
=== [[Hammerman|Hammerdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in the blunt [[damage type]], which breaks the bones of the enemy and may propel the enemy some distance, causing extra damage if they are bashed into a wall, though this happens much less frequently than in earlier versions.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen often use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed and lack of a shield. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Maceman|Macedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves, like hammerdwarves, use blunt weapons that are suited against plate-armored opponents. If you plan to use the dwarves as marksdwarves it may be better to use hammers instead, as the hammer skill determines the effectiveness of crossbows used in melee.&lt;br /&gt;
&lt;br /&gt;
=== [[Spearman|Speardwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in edged damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. These dwarves are your monster killers; they specialize mainly in killing unarmored targets but are still extremely deadly against armored targets since they can puncture organs. While your other dwarves disable the enemy, the speardwarves will finish them off quickly. Definitely have a squad of them in your military. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Swordsman|Swordsdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
A Jack-of-All-Trades weapon, Swordsdwarves deal edged damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. They are useful for a general-purpose squad or a stormtrooper squad of sorts. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Marksman|Marksdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with [[crossbow|crossbows]] and deal edge damage from afar. A [[bolt]] does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[bronze colossus]]es or creatures made out of non-solid materials, such as [[magma man|magma men]]. Occasionally a bolt will get stuck in a target. Though these bolts may later be retrieved from the corpse the only known combat use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally they are used as a first line of defense; stick them in your tower behind fortifications to slow down/injure enemies coming in so that your melee dwarfs can take them out easier. Don't rely on them too much; it takes a while for them to kill their enemies unless they score a lucky hit.&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[combat skill#Weapon skills|hammer skill]] to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper|Trappers]], [[Hunter]]s, and other [[Ranger]]s often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== [[Wrestler|Wrestlers]] ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|Novice]] level or higher will be classified as recruits. If you keep them off of active duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''Great'' [[skill]] level ''(the 11th level)'' in any weapon, they will become '''heroes''', will be called Lord/Master/Elite and have a different color shade, and will turn off all of their [[labor]]s{{bug|3100}}. Heroes can be removed from duty regardless of skill level. Heroes can be kept on active duty indefinitely, since they love training and will no longer complain about long patrol duty.&lt;br /&gt;
&lt;br /&gt;
Note that non-weapon (like shield or armor) or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a [[Hunter]]), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while [[Hunting]], through in-active training, or on the chance occasion that a civilian dwarf is forced into combat by an enemy. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 11 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
&lt;br /&gt;
The '''[[champion]]''' is a noble position appointed by the [[Baron]] (that is, you can appoint it, but you can't do so without a baron or greater [[noble]] being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is bestowed by appointment rather than merit, you may want to have your best [[teacher]] be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no [[squads|active order]] or [[scheduling]] to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. Dwarves will train with whatever weapon they carry. [[Marksdwarf|Marksdwarves]] require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they will simply do combat demonstrations in the barracks; if you do not assign them a barracks, they will simply stand in your meeting areas with the job &amp;quot;Soldier (cannot follow orders)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned [[barracks]]. To assign a squad, build a bed or storage building (i.e. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
Dwarves will get a [[thought|bad thought]] if left on patrol duty too long. When [[scheduling]] your squads, make sure they have some down-time, such as training.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, however, training is currently considered to be &amp;quot;active patrol duty&amp;quot; and will escalate unhappy thoughts, and reverting to Civilian mode does '''not''' count as down-time.{{bug|3190}}&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to [[flask]]s, [[waterskin]]s and [[backpack]]s. Carrying rations will not prevent your dwarves from going off duty to eat or drink, but it will reduce the amount of time they are off duty. The downside of assigning food to soldiers is that they will likely drop it in their barracks, where it will rot and produce miasma.{{bug|3471}} You can get rid of that rotten food if you use DFHack ''cleanowned'' command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[Weapon]]s&lt;br /&gt;
:* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Int ua</name></author>
	</entry>
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