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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jikor</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jikor"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Jikor"/>
	<updated>2026-05-08T08:17:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor/monobook.js&amp;diff=94468</id>
		<title>User:Jikor/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor/monobook.js&amp;diff=94468"/>
		<updated>2010-04-17T16:47:45Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;br /&gt;
importScript('User:Emi/colorcontrib.js');&lt;br /&gt;
importScript('User:Emi/newpages.js')&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor/monobook.js&amp;diff=94467</id>
		<title>User:Jikor/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor/monobook.js&amp;diff=94467"/>
		<updated>2010-04-17T16:47:05Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_Construct_Building:_cannot_reach_site&amp;diff=94466</id>
		<title>Dwarf cancels Construct Building: cannot reach site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_Construct_Building:_cannot_reach_site&amp;diff=94466"/>
		<updated>2010-04-17T16:45:12Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Created page with '==== Cause ==== This error message will show if a dwarf is unable to find a valid path to the construction site. You may want to check if the site is blocked in some way such as …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Cause ====&lt;br /&gt;
This error message will show if a dwarf is unable to find a valid path to the construction site. You may want to check if the site is blocked in some way such as on an unreachable z level, across a body of water, or blocked in by walls or structures.&lt;br /&gt;
&lt;br /&gt;
The other side of this could be that the dwarf that generated the message is stuck themselves. Make sure they have not walled themselves in or have gotten stuck in some other way.&lt;br /&gt;
&lt;br /&gt;
In v. 0.30.01 - 2 this could be related to the path finding bug.&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=94463</id>
		<title>User:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=94463"/>
		<updated>2010-04-17T16:37:11Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jikor has been ecstatic with the release of v0.31.03 He has been busy editing the wiki and enjoys life in general. He does not like to go out side and only gumbles slightly about inclement weather.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21953</id>
		<title>User:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21953"/>
		<updated>2009-01-19T13:28:25Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jikor has been ecstatic with the release of v0.27.169.33g. He has been busy editing the wiki and enjoys life in general. He does not like to go out side and only gumbles slightly about inclement weather.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21952</id>
		<title>User:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21952"/>
		<updated>2008-06-20T21:26:22Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jikor has been ecstatic with the release of v0.27.169.33g. He has been busy editing the wiki and enjoys life in general. He does not like to go out side and only gumbles slightly about inclement weather.&lt;br /&gt;
----&lt;br /&gt;
Awaiting the Army ark now. Also enjoying Wurm Online. Some of us Baywatchers have made a town. Come check us out sometime: http://www.mywarhammerarmy.com/&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jikor&amp;diff=23720</id>
		<title>User talk:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jikor&amp;diff=23720"/>
		<updated>2008-06-20T21:24:57Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dear Jikor,&lt;br /&gt;
&lt;br /&gt;
if you do a redirect you need the redirect on the first line.&lt;br /&gt;
&lt;br /&gt;
Not:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;br /&gt;
#REDIRECT [[Broker skills]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
but&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#REDIRECT [[Broker skills]]&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
preview page sucks on redirects. --[[User:Soyweiser|Soyweiser]] 08:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ok. Will remember that for the future. [[User:Jikor|Jikor]] 06:16, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Instead of making many small edits, check the page with the preview button. This lets you see your errors and correct them directly instead of edit the page a second time and thus makes the Recent changes page less bloated. Happy editing! --[[User:Mizipzor|Mizipzor]] 06:52, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sorry the categories didn't show up on the preview.[[User:Jikor|Jikor]] 06:53, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They do &amp;amp;ndash; at the very bottom of the page, below the edit window. --[[User:Savok|Savok]] 00:06, 4 June 2008 (EDT)&lt;br /&gt;
:::Wow that was a late reply. I think at the time I wrote that I did not see them or they where not there. I was most likely mistaken I do not remember since it was nearly 7 months ago. Thank you for the advice :) 17:24, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;--[[User:Savok|Savok]] 00:06, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34582</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34582"/>
		<updated>2008-01-25T11:51:00Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please correct and expand this page.&lt;br /&gt;
Initial questions: will cages melt and its inhabitants killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading/Talk_Caravan&amp;diff=22613</id>
		<title>40d Talk:Trading/Talk Caravan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading/Talk_Caravan&amp;diff=22613"/>
		<updated>2008-01-24T20:32:19Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Insane merchants?====&lt;br /&gt;
I have a trade depot at -3 (fully accessible). I've just had a dwarven caravan arrive, and I did some good trading. Then the merchants said goodbye... and just stood there. Then they went insane.&lt;br /&gt;
&lt;br /&gt;
How do I prevent this happening again? Because this lot are starting to putrify...[[User:Runspotrun|Runspotrun]] 17:23, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Damned if I know. I now make a habit of locking up the outpost liaison because he's gone insane, often berserk, in every game I've played.&lt;br /&gt;
Ever. [[User:PandaKnight|PandaKnight]] 02:45, 17 November 2007 (EST)&lt;br /&gt;
====Caravan roads ====&lt;br /&gt;
Does the presence or absense of a road affect where the human caravan appears? I cleared a nice path for it that it ignored when it appeared on the other side of the map... if I had built a road too, would that have forced it to appear on the road?  Or will I eventually need roads in all directions? --[[User:Bobson|Bobson]] 16:04, 7 November 2007 (EST)&lt;br /&gt;
:In v33a, no caravans need roads. However, I think the human caravan needs a smoothed, 3-wide path to a map edge - but I'm not certain about this.&lt;br /&gt;
:It's probably worth mentioning that roads might speed up a caravan - reducing the chance that they leave before they've unpacked.[[User:Runspotrun|Runspotrun]] 15:31, 8 November 2007 (EST)&lt;br /&gt;
:(Sorry, to answer your question, I don't think you can influence where the caravan appears. I know that both the Elven and Dwarven caravans have ignored my roads when choosing their starting position.)[[User:Runspotrun|Runspotrun]] 15:33, 8 November 2007 (EST)&lt;br /&gt;
:On a relatively flat and moderately forested map I recently played, each civ seemed to have a preferred side of the map to enter, but were relatively random about where on the edge they appeared.  I built a straight, smoothed road to each edge that went largely unused.  The human wagons are happy to go up and down slopes and cross quite rough (but unobstructed) ground to reach me.  A smooth road would almost certainly speed their arrival and departure.  As an aside, the goblin civ in my current map has been quite happy to start sieges from several different sides, so take the directionality with a grain of salt. [[User:Doctorlucky|Doctorlucky]] 02:33, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does the trade depot need to be out side or on the ground level for the Human wagons to reach it. Can I use stairs or do they need a ramp? [[User:Jikor|Jikor]] 15:32, 24 January 2008 (EST)&lt;br /&gt;
====Bugged Human Caravans====&lt;br /&gt;
I've had a crash bug associated with the arrival of the human caravan.  Interestingly, when I raised my drawbridges, limiting access to my depot to a torturous 1-wide path, the caravan arrived OK with the message along the lines of &amp;quot;the wagons have bypassed this stop.&amp;quot; I only got the mule-back traders, but no crash.  This repeated the next year.  I'm guessing this relates to Toady's comments about a seed pricing bug.  It's possible that it's a pathing issue with the wagons, of course. [[User:Doctorlucky|Doctorlucky]] 02:33, 16 November 2007 (EST)&lt;br /&gt;
:Since upgrading to 33b, I have not seen this bug.  Hooray! [[User:Doctorlucky|Doctorlucky]] 22:46, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
====Caravans immune to drowning?====&lt;br /&gt;
Can anybody confirm this? It looks like very unlikely to me... --[[User:Eagle of Fire|Eagle of Fire]] 01:40, 26 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=30630</id>
		<title>40d Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=30630"/>
		<updated>2008-01-24T11:54:25Z</updated>

		<summary type="html">&lt;p&gt;Jikor: /* ` */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unconscious spotters? ==&lt;br /&gt;
&lt;br /&gt;
The article states that you can be seen by an unconscious creature when standing next to it, yet I always get back into sneak mode as soon as I get an enemy unconscious, and it always has worked, as did passing right next to an unconscious creature. Never got a chance to gouge out eyes in the new version, but in the old DF, I could start sneaking very close to a cyclops, about three tiles, maybe two, which is more than close enough for him to normally see you and prevent you from sneaking. I'd like someone to confirm this, but I'm fairly certain the part about unconscious creatures is false. --[[User:Ryke Masters|Ryke Masters]] 20:45, 2 December 2007 (EST)&lt;br /&gt;
:Yeah, I'm pretty sure that statement is false.  I'll remove it in a day unless anyone thinks it true. --[[User:Karlito|Karlito]] 00:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;hunting&amp;quot; skill link redirects to this page, which is kind of useless.  [[User:Mindsnap|Mindsnap]] 15:49, 6 December 2007 (EST)&lt;br /&gt;
: Well, there is no hunting skill, and hunters all use Ambushing. I figure there ought to be some sort of &amp;quot;activity&amp;quot; page that describes how to hunt, equipment, products, risks, etc - where should that be, though? Not here, although there should probably be a link from here to it. [[User:Kidinnu|Kidinnu]] 14:23, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== ` ==&lt;br /&gt;
&lt;br /&gt;
Well, my hunters keep catching things then my butcher won't do anything with it.&lt;br /&gt;
&lt;br /&gt;
if I am chasing a &amp;quot;foo&amp;quot; what is the sequence to follow to get from:&lt;br /&gt;
1 hunter&lt;br /&gt;
1 foo&lt;br /&gt;
1 Butcher's shop&lt;br /&gt;
1 butcher&lt;br /&gt;
1 kitchen&lt;br /&gt;
&lt;br /&gt;
to &amp;quot;food&amp;quot;?&lt;br /&gt;
TIA&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 10:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Provided the hunter is bringing the corpses back to camp (does one need a refuse pile for this? I forget), then the butcher should automatically butcher it, turning it into meat, bones, a skin, a skull, fat, and &amp;quot;chunks&amp;quot;, which are inedible.  Fat can be rendered into [[tallow]] in the kitchen, which can then be cooked into a meal.  (Mmm, horse tallow roast.)  Meat can be eaten raw, so you don't need to cook it.--[[User:Maximus|Maximus]] 12:46, 4 January 2008 (EST)&lt;br /&gt;
::From what I have noticed they will bring the kill straight to the butchers shop but if they drop it to drink or whatnot you can {{k|p}} lace a {{k|r}}efuse pile under the corpse and the butcher will go out and get it. Or you could chain pile it to a refuse pile right next to your butcher shop if you have extra hands about. [[User:Jikor|Jikor]] 06:54, 24 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Leather&amp;diff=20301</id>
		<title>40d Talk:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Leather&amp;diff=20301"/>
		<updated>2008-01-23T10:18:42Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should [[skin]] redirect here?  --[[User:Mechturk|Mechturk]] 19:46, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Why is it that a kitten gives the same amount of leather as a lets say muskox? [[User:Jikor|Jikor]] 05:18, 23 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Leather&amp;diff=20300</id>
		<title>40d Talk:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Leather&amp;diff=20300"/>
		<updated>2008-01-23T10:18:17Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should [[skin]] redirect here?  --[[User:Mechturk|Mechturk]] 19:46, 4 November 2007 (EST)&lt;br /&gt;
Why is it that a kitten gives the same amount of leather as a lets say muskox? [[User:Jikor|Jikor]] 05:18, 23 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Capture_a_live_fish&amp;diff=33580</id>
		<title>Capture a live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Capture_a_live_fish&amp;diff=33580"/>
		<updated>2008-01-17T10:09:29Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capture a live fish is a command given at a [[fishery]].&lt;br /&gt;
{{del}}&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26558</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26558"/>
		<updated>2008-01-17T10:07:43Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_user&amp;diff=29202</id>
		<title>40d:Armor user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_user&amp;diff=29202"/>
		<updated>2008-01-17T09:56:21Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor User''' is the skill related to the wearing of [[Armor|rmor]] in [[Combat|combat]].  Dwarfs with this skill will be slowed by heavy armor less than usual, in proportion to the skill level.  Armor user skill is gained when a dwarf wearing armor is successfully hit in combat, either [[Soldier|sparring]] or in the field, wrestling or with a weapon.&lt;br /&gt;
[[Category:Combat Skills]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moist_Tropical_Broadleaf&amp;diff=6038</id>
		<title>Moist Tropical Broadleaf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moist_Tropical_Broadleaf&amp;diff=6038"/>
		<updated>2008-01-17T09:50:38Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Tropical broadleaf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tropical broadleaf]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Social_skills&amp;diff=10219</id>
		<title>40d:Social skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Social_skills&amp;diff=10219"/>
		<updated>2008-01-17T09:44:00Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Social skills''' are [[skill]]s used by the [[Expedition Leader]] and [[Outpost Broker]] [[nobles]].  These skills are used in interactions between those nobles, the dwarves in your fortress, and the other creatures that come to trade with you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Social Skills==&lt;br /&gt;
===Trade Skills===&lt;br /&gt;
*[[Persuader]]&lt;br /&gt;
*[[Negotiator]] &lt;br /&gt;
*[[Liar]] &lt;br /&gt;
*[[Intimidator]]&lt;br /&gt;
*[[Judge of intent]] &lt;br /&gt;
&lt;br /&gt;
===Mayor Skills===&lt;br /&gt;
*[[Conversationalist]]&lt;br /&gt;
*[[Comedian]]&lt;br /&gt;
*[[Flatterer]]&lt;br /&gt;
*[[Consoler]] &lt;br /&gt;
*[[Pacifier]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=18631</id>
		<title>40d:Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=18631"/>
		<updated>2008-01-17T09:42:32Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''armor stand''' is a device which holds [[armor]]{{verify}}. It can be made of [[stone]], [[glass]], [[wood]], or [[metal]].&lt;br /&gt;
&lt;br /&gt;
As with the [[weapon rack]], they may be used for laying down an official [[barracks]]. Outside of that, if you already have an [[armor]] stockpile, they will be largely for decoration and to appease [[noble]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon_rack&amp;diff=18646</id>
		<title>40d:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon_rack&amp;diff=18646"/>
		<updated>2008-01-17T09:41:36Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''weapon rack''' is a device which holds [[weapons]]{{verify}}. It can be made of [[stone]], [[glass]], [[wood]] or [[metal]].&lt;br /&gt;
&lt;br /&gt;
As with the [[armor stand]], it may be used to lay down an official [[barracks]]. Other than that, if you already have a [[weapons]] stockpile, it will be largely for decoration and keep the [[noble]]s happy. It might be used by a [[dwarf]] to place his personal weapons... if he ever dropped them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24585</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24585"/>
		<updated>2008-01-17T09:40:13Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35067</id>
		<title>40d Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35067"/>
		<updated>2008-01-17T09:38:25Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is cave spider a vermin or what? Haven't seen any, although the webs are reappearing every so often.--[[User:Dorten|Dorten]] 00:22, 17 January 2008 (EST)&lt;br /&gt;
:Yes. I believe the small ones are regular vermin. The Giant ones on the other hand... [[User:Jikor|Jikor]] 04:38, 17 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34941</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34941"/>
		<updated>2008-01-14T12:23:48Z</updated>

		<summary type="html">&lt;p&gt;Jikor: New page: How bout a category for future gods? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21641</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21641"/>
		<updated>2008-01-11T13:47:26Z</updated>

		<summary type="html">&lt;p&gt;Jikor: /* Underwater fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use bronze melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
Alternative: Build it in the [[Ocean]]&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two seperate,working, independant fortresses. All the men go in one, all the women in the other.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
OR: kill all children and try to deal with the tantruming parents. In that case: no legendary dining rooms/statue gardens/zoo's allowed.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== Unwelcome Guests ==&lt;br /&gt;
Live in a goblin tower without being noticed by the residents.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, crystal glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike- for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]?  Can you program the fortress to play tic-tac-toe?  More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon_rack&amp;diff=32164</id>
		<title>40d Talk:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon_rack&amp;diff=32164"/>
		<updated>2008-01-11T12:39:47Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So the weapon and armor racks WILL be used to store weapons/armor if we do NOT have the appropriate stockpile? I thought they were broken in this new version. I'll have to try this, I like the idea of my racks being used, instead of just being decorative. --[[User:DDouble|DDouble]] 14:30, 16 December 2007 (EST)&lt;br /&gt;
:Unless this changed very recently, it is not true. --[[User:Eagle of Fire|Eagle of Fire]] 14:45, 16 December 2007 (EST)&lt;br /&gt;
::Do you mean it is true they can be used or it is true they are borken? [[User:Jikor|Jikor]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21951</id>
		<title>User:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21951"/>
		<updated>2008-01-10T12:52:53Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jikor has been ecstatic with the release of v0.27.169.33g. He has been busy editing the wiki and enjoys life in general. He does not like to go out side and only gumbles slightly about inclement weather.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=34471</id>
		<title>40d Talk:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=34471"/>
		<updated>2008-01-10T12:52:22Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilians==&lt;br /&gt;
Is it possible to get civilians to carry waterskins? I think I'm about to wipe out my entire clan due to all the water being frozen, while they were activated to chase down a kobold (who they didn't manage to catch anyway) they all went and picked up waterskins then they put them down when I deactivated them... now they are dying of thirst since the brook and lakes are all frozen... :( [[User:GarrieIrons|GarrieIrons]] 07:04, 10 January 2008 (EST)&lt;br /&gt;
:I do not think it is possible. Only military dwarves can carry a waterskin. You should have planned ahead and built yourself a well or made more booze... ;) --[[User:Eagle of Fire|Eagle of Fire]] 07:35, 10 January 2008 (EST)&lt;br /&gt;
:Really what true Dwarf actually drinks water? [[User:Jikor|Jikor]] 07:52, 10 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10999</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10999"/>
		<updated>2008-01-10T10:14:15Z</updated>

		<summary type="html">&lt;p&gt;Jikor: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] HAS A CHANCE of bringing one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]&lt;br /&gt;
* Proficient [[Mechanic]]/Proficient [[Building designer]]&lt;br /&gt;
* Proficient [[Fisherdwarf]]/Proficient [[Fish cleaner]]&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[currency|money]]. Rather, valuable goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed{{verify}}.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
***If you bring Turtle you can also get bones and shells when they are consumed.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge.  Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
***If you bring all the types available it will help keep the dwarfs happy.&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
***A good idea is to slaughter all but 2 kittens when they are born to prevent a horde of cats. Plus they make excellent mittens.&lt;br /&gt;
* If you have followed the above exactly, you'll have 768☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 68☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
*If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select another horse or camel to breed.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride, or The Bloody Anus of Angels.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* Dwarves of course live underground, so digging the start of your fortress requires you to understand the lay of the land.  Likely your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first.  Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use.  Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction.  Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process. &amp;lt;!-- is fishing very high priority? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (you ''can'' get some surface-grown crops using the [[Gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have a [[Trade depot]] somewhere accessible (Dwarves can reach pretty much any place that hasn't been locked), and an [[Office]] for your outpost leader to meet with the liaison and discuss what to bring for the next year.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover mechanisms, send 'em in; they're worth a good penny, specially if they're of better quality. You can also quickly build a [[Craftsdwarf's workshop]] and make a few sets of stone crafts and mugs for trading.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot.  Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores.  Once the broker and the items are in place, use {{k|t}} to initiate the trade.  &lt;br /&gt;
&lt;br /&gt;
What to buy? Logs, crops, cheap meat. Do not buy cheese or giant cave spider silk for now. They're not worth it.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10998</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10998"/>
		<updated>2008-01-10T09:59:56Z</updated>

		<summary type="html">&lt;p&gt;Jikor: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] HAS A CHANCE of bringing one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]&lt;br /&gt;
* Proficient [[Mechanic]]/Proficient [[Building designer]]&lt;br /&gt;
* Proficient [[Fisherdwarf]]/Proficient [[Fish cleaner]]&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[currency|money]]. Rather, valuable goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed{{verify}}.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge.  Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 768☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 68☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride, or The Bloody Anus of Angels.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* Dwarves of course live underground, so digging the start of your fortress requires you to understand the lay of the land.  Likely your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first.  Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use.  Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction.  Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process. &amp;lt;!-- is fishing very high priority? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (you ''can'' get some surface-grown crops using the [[Gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have a [[Trade depot]] somewhere accessible (Dwarves can reach pretty much any place that hasn't been locked), and an [[Office]] for your outpost leader to meet with the liaison and discuss what to bring for the next year.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover mechanisms, send 'em in; they're worth a good penny, specially if they're of better quality. You can also quickly build a [[Craftsdwarf's workshop]] and make a few sets of stone crafts and mugs for trading.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot.  Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores.  Once the broker and the items are in place, use {{k|t}} to initiate the trade.  &lt;br /&gt;
&lt;br /&gt;
What to buy? Logs, crops, cheap meat. Do not buy cheese or giant cave spider silk for now. They're not worth it.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pick&amp;diff=34464</id>
		<title>40d Talk:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pick&amp;diff=34464"/>
		<updated>2008-01-10T09:54:21Z</updated>

		<summary type="html">&lt;p&gt;Jikor: New page: I think I have noticed a speed difference when using steel picks over coppers ones. Although it may have just been because of a different map due to stone type/fps/miner stats. Not sure ho...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think I have noticed a speed difference when using steel picks over coppers ones. Although it may have just been because of a different map due to stone type/fps/miner stats. Not sure how to test this accurately. [[User:Jikor|Jikor]] 04:54, 10 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11862</id>
		<title>40d:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11862"/>
		<updated>2008-01-10T09:52:54Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pick''' is a tool used by dwarves to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from copper, bronze, bismuth bronze, iron, or steel; mining speed is unaffected by what material the pick is made of{{verify}}, and there does not appear to be a correlation between pick material and ore/stone yielded.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Miners can use picks as a weapon using their mining skill. If your miner gets into trouble with enemies, try recruiting him to the military (activate him) then he will fight back using his pick. Make sure his weapon is set to unarmed in the military weapons screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33811</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33811"/>
		<updated>2008-01-04T01:19:43Z</updated>

		<summary type="html">&lt;p&gt;Jikor: New page: Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode?&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12065</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12065"/>
		<updated>2008-01-01T12:51:00Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Millstone|key=M|job=[[Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Millstone&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plant]]s to make [[flour]] and [[dye]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]]. If none is available, a [[quern]] can be used instead.&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
The millstone workshop can't be powered directly from a horizontal [[axle]], but it can be powered directly from a vertical [[axle]], or from a [[gear assembly]], or by being directly underneath a [[windmill]].&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Basic windmill design'''&lt;br /&gt;
! Level 0&lt;br /&gt;
! Level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, the windmill is built &amp;quot;hanging&amp;quot; on top of the millstone. You can build walls around the millstone if you like, but they're not required. Once the windmill is built, the access stairwell can be deconstructed. Since the windmill is &amp;quot;hanging&amp;quot; in midair, removing the millstone will cause the windmill to fall down.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, the whole operation can be shifted down one level, so the windmill is built on a stable surface on the ground level and the millstone is underground.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Stylish windmill design'''&lt;br /&gt;
! Level -2&lt;br /&gt;
! Level -1&lt;br /&gt;
! Level 0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|,&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|,&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Level -2 has the millstone built beside a gear assembly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level -1 has a vertical axle built over the gear assembly (first remove the floor by designating a channel). You can skip this level if you want a millstone right below the surface, or you can repeat it multiple times to take power deep inside the mountain.&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 0 has the windmill (the center tile is above the vertical axle).&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Init.txt&amp;diff=33507</id>
		<title>40d Talk:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Init.txt&amp;diff=33507"/>
		<updated>2007-12-28T09:46:45Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt; on the lines with multiple fields, such as the color settings, if you want it to look like the actual text file does.&lt;br /&gt;
&lt;br /&gt;
A good practice is simply to put that break tag on the end of every line of the formatted text. --[[User:N9103|Edward]] 20:01, 27 December 2007 (EST)&lt;br /&gt;
  Ok did that. Thanks. [[User:Jikor|Jikor]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33491</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33491"/>
		<updated>2007-12-28T09:45:57Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Formatting with line breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The init.txt file is used to make many adjustments to the game such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
&lt;br /&gt;
===Default ini.txt (as of Dwarf Fortress 0.27.169.33g)===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to turn sound off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOUND:ON]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VOLUME:255]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to skip the wonderful intro movies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[INTRO:ON]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWED:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWEDX:640]&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWEDY:300]&amp;lt;br&amp;gt;&lt;br /&gt;
[FONT:curses_640x300.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Full screen info.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLSCREENX:800]&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLSCREENY:600]&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLFONT:curses_800x600.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_SPACE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of December 2007, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_WINDOWEDX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_WINDOWEDY:400]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLSCREENX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLSCREENY:800]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TOPMOST:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FPS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy dwarf takes one step every 10 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FPS_CAP:100]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[G_FPS_CAP:50]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VSYNC:OFF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TEXTURE_PARAM:NEAREST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PRIORITY:NORMAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MOUSE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MOUSE_PICTURE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOSAVE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOBACKUP:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[INITIAL_SAVE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PAUSE_ON_LOAD:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use these options to remove features from the game.  This might speed the game up in the case of temperature and weather.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TEMPERATURE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEATHER:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ECONOMY:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[INVADERS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[CAVEINS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ARTIFACTS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[EMBARK_RECTANGLE:6:6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&amp;lt;br&amp;gt;&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PATH_COST:1:2:5:25]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to disallow pets from coffin burial as the default option.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[COFFIN_NO_PETS_DEFAULT:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SKY:178:3:0:0]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As above, for inside/subterranean areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[CHASM:250:0:0:1]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[POPULATION_CAP:200]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VARIED_GROUND_TILES:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[KEY_HOLD_MS:150]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MORE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[DISPLAY_LENGTH:23]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_TRAPS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_ALWAYS_CENTER:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&amp;lt;br&amp;gt;&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[BLACK_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_R:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_G:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_B:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_B:255]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33490</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33490"/>
		<updated>2007-12-27T20:09:56Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Forgot to change Intro to on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The init.txt file is used to make many adjustments to the game such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
&lt;br /&gt;
===Default ini.txt (as of Dwarf Fortress 0.27.169.33g)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:ON]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:ON]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:640]&lt;br /&gt;
[WINDOWEDY:300]&lt;br /&gt;
[FONT:curses_640x300.bmp]&lt;br /&gt;
&lt;br /&gt;
Full screen info.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:800]&lt;br /&gt;
[FULLSCREENY:600]&lt;br /&gt;
[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:NO]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of December 2007, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy dwarf takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:OFF]&lt;br /&gt;
&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:NEAREST]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.&lt;br /&gt;
&lt;br /&gt;
[AUTOSAVE:NONE]&lt;br /&gt;
[AUTOBACKUP:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
&lt;br /&gt;
[INITIAL_SAVE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&lt;br /&gt;
&lt;br /&gt;
[PAUSE_ON_LOAD:NO]&lt;br /&gt;
&lt;br /&gt;
Use these options to remove features from the game.  This might speed the game up in the case of temperature and weather.&lt;br /&gt;
&lt;br /&gt;
[TEMPERATURE:YES]&lt;br /&gt;
[WEATHER:YES]&lt;br /&gt;
[ECONOMY:YES]&lt;br /&gt;
[INVADERS:YES]&lt;br /&gt;
[CAVEINS:YES]&lt;br /&gt;
[ARTIFACTS:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&lt;br /&gt;
&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
&lt;br /&gt;
[EMBARK_RECTANGLE:6:6]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
[PATH_COST:1:2:5:25]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to disallow pets from coffin burial as the default option.&lt;br /&gt;
&lt;br /&gt;
[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
[SKY:178:3:0:0]&lt;br /&gt;
&lt;br /&gt;
As above, for inside/subterranean areas.&lt;br /&gt;
&lt;br /&gt;
[CHASM:250:0:0:1]&lt;br /&gt;
&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
[POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&lt;br /&gt;
&lt;br /&gt;
[VARIED_GROUND_TILES:YES]&lt;br /&gt;
&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:150]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
[MORE:YES]&lt;br /&gt;
[DISPLAY_LENGTH:23]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_TRAPS:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
&lt;br /&gt;
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&lt;br /&gt;
&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:128]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:128]&lt;br /&gt;
[RED_R:128]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:128]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:128]&lt;br /&gt;
[BROWN_G:128]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:0]&lt;br /&gt;
[LBLUE_G:0]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:0]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:0]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Init_file&amp;diff=33505</id>
		<title>Init file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Init_file&amp;diff=33505"/>
		<updated>2007-12-27T20:08:57Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Init.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Init.txt]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Init&amp;diff=33504</id>
		<title>Init</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Init&amp;diff=33504"/>
		<updated>2007-12-27T20:08:27Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Init.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Init.txt]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33489</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33489"/>
		<updated>2007-12-27T20:07:44Z</updated>

		<summary type="html">&lt;p&gt;Jikor: New page: ==Overview== The init.txt file is used to make many adjustments to the game such as improving framerate, screen size, or for the use ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The init.txt file is used to make many adjustments to the game such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
&lt;br /&gt;
===Default ini.txt (as of Dwarf Fortress 0.27.169.33g)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:ON]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:OFF]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:YES]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:640]&lt;br /&gt;
[WINDOWEDY:300]&lt;br /&gt;
[FONT:curses_640x300.bmp]&lt;br /&gt;
&lt;br /&gt;
Full screen info.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:800]&lt;br /&gt;
[FULLSCREENY:600]&lt;br /&gt;
[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:NO]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of December 2007, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy dwarf takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:OFF]&lt;br /&gt;
&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:NEAREST]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.&lt;br /&gt;
&lt;br /&gt;
[AUTOSAVE:NONE]&lt;br /&gt;
[AUTOBACKUP:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
&lt;br /&gt;
[INITIAL_SAVE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&lt;br /&gt;
&lt;br /&gt;
[PAUSE_ON_LOAD:NO]&lt;br /&gt;
&lt;br /&gt;
Use these options to remove features from the game.  This might speed the game up in the case of temperature and weather.&lt;br /&gt;
&lt;br /&gt;
[TEMPERATURE:YES]&lt;br /&gt;
[WEATHER:YES]&lt;br /&gt;
[ECONOMY:YES]&lt;br /&gt;
[INVADERS:YES]&lt;br /&gt;
[CAVEINS:YES]&lt;br /&gt;
[ARTIFACTS:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&lt;br /&gt;
&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
&lt;br /&gt;
[EMBARK_RECTANGLE:6:6]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
[PATH_COST:1:2:5:25]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to disallow pets from coffin burial as the default option.&lt;br /&gt;
&lt;br /&gt;
[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
[SKY:178:3:0:0]&lt;br /&gt;
&lt;br /&gt;
As above, for inside/subterranean areas.&lt;br /&gt;
&lt;br /&gt;
[CHASM:250:0:0:1]&lt;br /&gt;
&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
[POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&lt;br /&gt;
&lt;br /&gt;
[VARIED_GROUND_TILES:YES]&lt;br /&gt;
&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:150]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
[MORE:YES]&lt;br /&gt;
[DISPLAY_LENGTH:23]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_TRAPS:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
&lt;br /&gt;
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&lt;br /&gt;
&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:128]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:128]&lt;br /&gt;
[RED_R:128]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:128]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:128]&lt;br /&gt;
[BROWN_G:128]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:0]&lt;br /&gt;
[LBLUE_G:0]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:0]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:0]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3887</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3887"/>
		<updated>2007-11-13T21:32:32Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and read when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in I.e if you make  C shap and then dig out the remaining wall the center will fall down. This will destroy any buildings underneat.[[User:Jikor|Jikor]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21950</id>
		<title>User:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jikor&amp;diff=21950"/>
		<updated>2007-11-13T21:28:07Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jikor has been ecstatic with the release of v0.27.169.33a. He has been busy editing the wiki and enjoys life in general. He does not like to go out side and only gumbles slightly about inclement weather.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Office&amp;diff=8025</id>
		<title>40d:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Office&amp;diff=8025"/>
		<updated>2007-11-13T21:26:11Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:rooms]]&lt;br /&gt;
Offices are [[rooms]] required by certain [[Noble]]s. They can be designated from a [[throne]] or [[chair]].&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Logs&amp;diff=26224</id>
		<title>40d:Logs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Logs&amp;diff=26224"/>
		<updated>2007-11-13T21:25:09Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Wood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wood]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beds&amp;diff=26216</id>
		<title>Beds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beds&amp;diff=26216"/>
		<updated>2007-11-13T21:23:18Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Bed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bed]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Barrels&amp;diff=26210</id>
		<title>Barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Barrels&amp;diff=26210"/>
		<updated>2007-11-13T21:21:48Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_workshops&amp;diff=26208</id>
		<title>List of workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_workshops&amp;diff=26208"/>
		<updated>2007-11-13T21:21:18Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Category:Workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Z_axis&amp;diff=26206</id>
		<title>Z axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Z_axis&amp;diff=26206"/>
		<updated>2007-11-13T21:19:26Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Z-axis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Z-axis]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hotkeys&amp;diff=3535</id>
		<title>40d:Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hotkeys&amp;diff=3535"/>
		<updated>2007-11-13T21:19:06Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hotkeys are useful: they can help you keep track of where you are in the new [[z-axis]] world.&lt;br /&gt;
&lt;br /&gt;
To use a hotkey, simply press the corresponding {{k|F1}}-{{k|F9}} or {{k|Shift}}+{{k|F1}}...{{k|F9}}&lt;br /&gt;
&lt;br /&gt;
To set a hotkey, enter the {{k|h}}otkey menu at the main menu to bring up the screen. You will then see a menu with all your current hotkeys. Move your screen to the 'view' you want to hotkey to, and then press the hotkey sequence you'd like to use for the location. This will get you to the right place on the menu. Then, press {{k|z}} and the hotkey will be all set up!&lt;br /&gt;
&lt;br /&gt;
Likewise, to change the name of a hotkey while in the hotkey menu, highlight the hotkey in question, then press {{k|n}}, then input a name and press {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
By default, the {{k|F1}} hotkey starts out set to the position of your [[Wagon]], with the name &amp;quot;Gate&amp;quot;. All other hotkeys are unselected, and have a generic name (&amp;quot;Hotkey2&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hot_keys&amp;diff=25942</id>
		<title>Hot keys</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hot_keys&amp;diff=25942"/>
		<updated>2007-11-13T21:18:11Z</updated>

		<summary type="html">&lt;p&gt;Jikor: Redirecting to Hotkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hotkeys]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Office&amp;diff=8023</id>
		<title>40d:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Office&amp;diff=8023"/>
		<updated>2007-11-13T21:17:15Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:rooms]]&lt;br /&gt;
Offices are [[rooms]] required by certain [[Noble]]nobles. They can be designated from a [[throne]] or [[chair]].&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=26093</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=26093"/>
		<updated>2007-11-13T21:16:18Z</updated>

		<summary type="html">&lt;p&gt;Jikor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armok is the god of [[Blood]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Jikor</name></author>
	</entry>
</feed>