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	<updated>2026-06-23T03:35:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pick&amp;diff=101070</id>
		<title>v0.31:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pick&amp;diff=101070"/>
		<updated>2010-04-30T04:56:06Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
A pick is a digging implement that can be forged from most common metals like copper and iron.  It is required by [[miners]] to dig through the earth, carve staircases and everything else related to the removal of rock and soil tiles.  You will need to supply picks on embark as miners won't bring their own.  The material used when making a pick doesn't have any effect on its speed at digging through rock, that depends on the user's [[Mining]] skill level.  Picks can be used as crude weapons in a pinch, though, and due to the nature of the new underground caverns and such you may want to forge them out of iron, or if you are really living large, steel.&lt;br /&gt;
&lt;br /&gt;
Picks seem to inflict piercing damage and gain damage bonuses by the user's Mining skill level.&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom&amp;diff=100881</id>
		<title>40d:Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom&amp;diff=100881"/>
		<updated>2010-04-29T17:03:35Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
A '''bedroom''' is a {{L|room}} defined from a {{L|bed}}. Bedrooms are claimed or assigned to individual dwarves (or families of dwarves). Once a bedroom has an owner, it becomes the private quarters for that dwarf, where he/she will {{L|sleep}} and store any belongings that are not carried. To remove a bedroom, {{k|q}}uery the bed that the room comes from and {{k|f}}ree it. The bedroom will be removed, and the bed will become a normal, constructed bed.&lt;br /&gt;
&lt;br /&gt;
==Setup and ownership==&lt;br /&gt;
To set up a bedroom, you must first make a {{L|bed}} in a {{L|carpenter's workshop}}, then {{k|b}}uild it.  (Dwarves will not sleep in beds which have been produced in a workshop until they are placed via the build menu).  Dwarves will sleep in beds that are built, but will not claim them until it is turned into a bedroom. To do so, you must {{k|q}}uery the bed and make a bed{{k|r}}oom out of it. &lt;br /&gt;
&lt;br /&gt;
A dwarf will claim an unowned bedroom upon sleeping in it. The player can also manually assign bedrooms or change the ownership from one dwarf to another. Married couples have joint ownership of a single bedroom and sleep in the same bed; {{L|babies}} will also share a bedroom with their mother until they grow into children.&lt;br /&gt;
&lt;br /&gt;
Turning a bed into a bedroom makes all other pieces of {{L|furniture}} in the room (such as {{L|cabinet}}s and {{L|coffer}}s) usable by the dwarf that owns the bedroom.  Owning furniture (especially high-quality furniture) gives dwarves happy {{L|thought}}s, and cabinets and coffers give them a place to store their possessions. Once the {{L|dwarven economy}} starts, dwarves will get unhappy thoughts from not having a {{L|chest}} in their bedroom.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Who will sleep where===&lt;br /&gt;
Prior to the start of the [[dwarven economy]], civilian dwarves will sleep in any constructed bed that doesn't belong to a different dwarf. Their preference for where to sleep appears to be: own room, unclaimed bedroom, {{L|barracks}}, constructed bed not yet designated into a bedroom, and finally the cold hard floor (preferably in the barracks). After the start of the economy, they will only sleep in owned rooms or in the barracks.&lt;br /&gt;
&lt;br /&gt;
{{L|Military}} dwarves will sleep in the {{L|barracks}}, unless told to sleep in their own bedrooms via their squad's settings.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the {{L|hunting}} labor enabled will sleep anywhere.&lt;br /&gt;
&lt;br /&gt;
==Design tips==&lt;br /&gt;
{{main|Bedroom design}}&lt;br /&gt;
The living quarters of a fortress can take up a very large area, and since there will be constant {{L|traffic}} of {{L|dwarves}} going to and from their bedrooms, it is important to put some thought into the placement of the bedrooms. Simply making a long hall with rooms branching off from it is a simple method, but {{L|dwarves}} living at the end of the hall will have to travel a long time, and there will be a lot of {{L|dwarves}} bumping into each other at the entrance of the hall. Making multilevel living complexes can dramatically reduce the amount of time it takes for {{L|dwarves}} to travel to their bedrooms, thus giving them more time to do whatever it is you don't want them to do at that particular time.&lt;br /&gt;
&lt;br /&gt;
There is no need to build massive palaces for the average {{L|dwarf}}. They will get happy {{L|thoughts}} just from having a bedroom to claim as their own, though bigger and shinier ones will make them happier (but may also make {{L|noble}}s unhappy if they are ''too'' valuable). Three tiles gives enough room for a {{L|bed}}, a {{L|cabinet}}, and a {{L|chest}}, everything a {{L|dwarf}} needs. Also note that {{L|beds}}, {{L|cabinets}} and {{L|chests}} do not block movement.&lt;br /&gt;
&lt;br /&gt;
Living areas should be placed away from {{L|workshops}} and other work areas, or else inhabitants will get {{L|thoughts|unhappy thoughts}} due to {{L|noise}}.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_piece&amp;diff=100777</id>
		<title>40d Talk:Armor piece</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_piece&amp;diff=100777"/>
		<updated>2010-04-29T07:33:15Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved from original, separate articles --[[User:Albedo|Albedo]] 21:29, 27 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Moved from...==&lt;br /&gt;
===Gauntlets===&lt;br /&gt;
====Artifact Gauntlet====&lt;br /&gt;
I have an artifact turtle shell gauntlet, but since there's only one (obviously), can my soldiers wear it? It should provide extra damage protection.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 03:48, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: They'll wear mismatched pairs of boots, so I don't see why they wouldn't wear mismatched gauntlets. --[[User:RomeoFalling|RomeoFalling]] 05:36, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just keep in mind that only champions will claim it, and once they do they'll never put it down. --[[User:Bilkinson|Bilkinson]] 09:07, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Is that proven? I could have sworn that any dwarf would claim an artifact armor or weapon given its availability. --[[User:GreyMario|GreyMaria]] 15:04, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::If what's posted at [[item quality]] is to be believed, artifacts are no better than masterpieces in terms of protection/damage bonuses.  So even no-quality steel will offer more protection.  Incidentally, they will wear mismatched gauntlets (dammit).--[[User:Maximus|Maximus]] 12:37, 22 October 2008 (EDT)&lt;br /&gt;
===Leggings===&lt;br /&gt;
&lt;br /&gt;
Bone leggings require 3 stacks of bone.  I was kind of surprised by that.  I am not sure how many stacks bone greaves require.  Or shell leggings or greaves for that matter.  If anyone else knows, can you add here and/or the page itself?  --[[User:Bob|Bob]] 17:04, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shell leggings require one shell.&lt;br /&gt;
&lt;br /&gt;
:Bone leggings require 3 stacks of bones (independent of stack size).&lt;br /&gt;
&lt;br /&gt;
:Bone greaves require 3 stacks of bones (independent of stack size).&lt;br /&gt;
&lt;br /&gt;
:There are no shell greaves.&lt;br /&gt;
&lt;br /&gt;
:You can determine that from the shop's menu, the t - view, and the error message you get when you dont have enough, even if you dont have a single shell or bone.&lt;br /&gt;
&lt;br /&gt;
:The interesting question: what is the difference between bone greaves and leggings? --[[User:Birthright|Birthright]] 21:18, 27 June 2009 (UTC)&lt;br /&gt;
::Leggings and greaves are not the same thing, any more than a metal cap and metal helmet are, even tho' they cover the same body part.  Check the RAW files, check the [[armor]] article.--[[User:Albedo|Albedo]] 22:14, 30 July 2009 (UTC)&lt;br /&gt;
:::Sure - let me rephrase: why would one ever make bone leggings instead of greaves?&lt;br /&gt;
::::Ah - ''that'' question.  Yeah, I wondered about that too - best guess is that it's some &amp;quot;plot device&amp;quot; that was started and never completed, or simply bypassed with far better technology and never removed.  In theory, &amp;quot;When you have bones but no metal&amp;quot; would be the answer, but we both know how often that situation might occur - as in, &amp;quot;(almost) never&amp;quot;, since even copper is better, and that's (usually) wildly available.  Maybe some glacial environment, with literally almost no stone and so no ore?  Beyond that... dunno.--[[User:Albedo|Albedo]] 07:06, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boot===&lt;br /&gt;
====High vs Low boots====&lt;br /&gt;
&lt;br /&gt;
is there any difference? --[[User:Esoterrik1|Esoterrik1]] 19:22, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:According to http://www.dwarffortresswiki.net/index.php/Armor#Types_of_Protection the only difference is that low boots weigh a little less.  --[[User:Bouchart|Bouchart]] 20:08, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: High boots have an upstep of 1 meaning they protect the lower leg as well as the foot. Overlapping armour does seem to increase protection, so high boots in conjunction with leg armour provide more protection. High boots also have a material size of 2 instead of 1 for low boots, which if melting works as I think it does, should mean more material will be obtained by melting down metal high boots than low ones. --[[User:Metalax|Metalax]] 23:26, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heavy Armor Set? ====&lt;br /&gt;
&lt;br /&gt;
Seems strange to call this the &amp;quot;heavy&amp;quot; armor set when the game uses LTH, CHN, and PLT as armor levels.  Presumably this should be called the Plate Armor Level, and clarify that the boot in a set of plate is made from metal.  Perhaps replicating the table from [[Armor]] to show that boots are a part of every armor level would be most appropriate.  --[[User:Jurph|Jurph]] 13:19, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bugged? ====&lt;br /&gt;
&lt;br /&gt;
For whatever reason, sometimes low boot appears for production at a magma forge, but the high boot doesn't.  Then later it will show up. [[User:Greep|Greep]] 22:03, 12 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe high boots require more bars (haven't checked that). --[[User:Aykavil|Aykavil]] 11:06, 15 October 2009 (UTC)&lt;br /&gt;
::The number of bars you have doesn't have anything to do with what appears in the magma forge menu.--[[User:Zchris13|Zchris13]] 15:26, 15 October 2009 (UTC)&lt;br /&gt;
::::(That, and one should do trivial research rather than making a fluff post.)--[[User:Albedo|Albedo]] 16:02, 15 October 2009 (UTC)&lt;br /&gt;
::: Presumably, it has something to do with civilization uniforms (i.e. the part that decides what types of regular clothing can be made and worn) applying to armor as well. --[[User:Quietust|Quietust]] 15:47, 15 October 2009 (UTC)&lt;br /&gt;
::::Q- I was going to respond similarly, but that's not the situation - he's saying it comes and goes (presumably in the same game), which ''is'' odd.  That might indicate a glitch somewhere.--[[User:Albedo|Albedo]] 16:01, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Production amount?====&lt;br /&gt;
&lt;br /&gt;
In job manager, when you que up &amp;quot;forge steel high/low boot&amp;quot; (or &amp;quot;forge steel gauntlets&amp;quot;) does creating &amp;quot;1&amp;quot; actually create 2? Or, if you were making an armor set, would you need to que it twice as many times?--[[User:Drunken dwarf|Drunken dwarf]] 00:47, 15 October 2009 (UTC)&lt;br /&gt;
:They are made in pairs. Gauntlets work that way too - but neither necessarily come in ''matched'' pairs - it's common for the quality to be mis-matched.  Note likewise that both &amp;quot;leggings&amp;quot; and &amp;quot;greaves&amp;quot; are everything a dwarf needs - like &amp;quot;pants&amp;quot; or &amp;quot;suspenders&amp;quot;, ''if'' you want to consider the word to be plural, you never see just one alone.--[[User:Albedo|Albedo]] 04:19, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Greaves==&lt;br /&gt;
Wasn't sure what armor level bone greaves fell under. Any assistance appreciated.--[[User:Albedo|Albedo]] 21:44, 27 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
This article has been demoted from high quality, due to an unverified claim. ~JoshBrickstien&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=100775</id>
		<title>40d Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=100775"/>
		<updated>2010-04-29T07:27:44Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &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;br /&gt;
&lt;br /&gt;
== Lack of prey ==&lt;br /&gt;
&lt;br /&gt;
is there something I can do to get more work for my hunters? I have started drafting them all to the millitary becuase they already have armour and a bow when they turn up! [[User:GarrieIrons|GarrieIrons]] 07:30, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, if you have few/no spawning animals on your map, then making them marksdwarves is by far the best option, as the only alternative really, is training them in a new profession. --[[User:N9103|Edward]] 22:05, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== go get him ==&lt;br /&gt;
Nothing more fun than watching your unarmed hunter chase and wrestle a groundhog to death *laugh*. *note to self: when making a hunter always check for weapon preference* --[[User:Koltom|Koltom]] 09:00, 19 February 2008 (EST)&lt;br /&gt;
:I'm seeing the same thing. Although, in my case, all three of my hunters were set up with crossbows and quivers. Initially, they ran out of bolts. No worries except that now, although their weapon choice is set to crossbow, they won't pick one up. I've tried changing their jobs, changing their military status, and none of it makes a difference as best I can tell. Now, they don't even pick up the crossbow or quiver, let alone ammo.&lt;br /&gt;
:And, in my case, it's beating up Elks and Muskoxes... tough dwarves.   -[[User:Fuzzy|Fuzzy]] 01:09, 31 August 2008 (EDT)&lt;br /&gt;
:Personally, I liked seeing my hammer-equiped hunter whacking horses and other large animals so hard they go flying through the air :) [[User:Iapetus|Iapetus]]&lt;br /&gt;
&lt;br /&gt;
== Exhausted animal supply ==&lt;br /&gt;
Through my use of several hunters on round-the-clock 'killing everything in sight' duty It appears that no more animals spawn on my map. I really wish I could hunt some gorilla for a more balanced dwarf diet aside from dogmeat. --[[User:Jemulov|Jemulov]] 13:41, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How many bolts? ==&lt;br /&gt;
&lt;br /&gt;
On this page it says that immigrating hunters arrive with a stack of 30 steel bolts. However, I've got a stack of 34 lying right here, which means they bring more, though I think the stack is partly used.&lt;br /&gt;
&lt;br /&gt;
It's been a while since I've had a hunter or marksdwarf arrive; can anyone check how large a stack they each bring (and is it the same for both)?--[[User:Maximus|Maximus]] 12:28, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Okay, 36 for a hunter.  Might be more for a marksdwarf.--[[User:Maximus|Maximus]] 00:46, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:38 for another hunter.  So I'll call it 30 to 40, pending further information.--[[User:Maximus|Maximus]] 13:10, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting Labor and sleeping prefs ==&lt;br /&gt;
&lt;br /&gt;
I was lucky enough to land a fortress with absolutely no huntable animals, as a result I took the opportunity to give my dwarves all leather armor and enable hunting for them, this turned out rather splendidly for the next siege, but as a long term plan, seems to run into the issue that when hunting is enabled dwarves seem to have nothing against sleeping wherever they wish, causing negative thoughts... this isn't specifically tied to the Ambusher skill, it is a side effect of the hunting labor, so I'm wondering if anyone would care to bring in Hunting as its own category, or if someone simply wanted to append that information to the Ambusher article.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 21:40, 9 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:===And Dehydration!===&lt;br /&gt;
:In addition to the sleeping anywhere and getting cranky because of it, I just had one of my hunters land in my barracks and pass out - with the dehydrated status. My current fort involves a lot of obsidian/mudstone on the surface, a river, and scant murky pools out where undead are constantly spawning. Does the scarcity of the water on the surface mean that the hunter won't even think about going to known water sources when they're thirsty? I think the hunting labor code needs to be altered slightly to consider beneficial actions for the dwarf doing the hunting. Reroute to do these actions between combats: Restock ammunition when depleted; Drink when thirsty; Eat when hungry. As far as I can tell, the hunting labor takes over the pathing of a dwarf without considering the dwarf, and in my poor hunters case, much to his detriment. [[User:Jaaz|Jaaz]] 20:55, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
I'm confused, I know if you start a fortress with an ambusher as one of your dwarves, he gets a crossbow, some bolts, and leather armor.  But what happens if you assign some random dwarf to it?  Will he pick up a crossbow and leather armor?  I just want to know if I'm wasting my time making him equipment he might not use --[[User:Smartmo|Smartmo]] 01:14, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Alright I just checked, they will use whatever weapon/armor you set in the military menu.  Gonna add that to the main page.  --[[User:Smartmo|Smartmo]] 16:44, 2 May 2009 (UTC)&lt;br /&gt;
: Verified --[[User:Mithra|Mithra]] 04:29, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
This article has been downgraded due to an unverified claim.&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=100774</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=100774"/>
		<updated>2010-04-29T07:26:51Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move more {{L|speed|slowly}}, but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using whatever {{L|weapon}} they are carrying.  If a hunter carries no weapon, they will {{L|Wrestling|wrestle}} their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the {{L|waterskin}} or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will carry it home to the {{L|butcher's shop}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching. This happens frequently with {{L|crossbow}}s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into {{L|chunk}}s, {{L|meat}}, {{L|skin}}, {{L|bone}}s, {{L|fat}} and {{L|skull}}, and the clutter will make the {{L|butcher}} work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to {{L|hunter}}s, as they will sneak just as the hunter. {{L|Dog#War_Dogs|War dog}}s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}} Actual hunting dogs seem to be even less effective, arriving a minute late with your dwarf laying down in a coma.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any {{L|weapon}}, or even unarmed, but a {{L|crossbow}} is the most sensible choice, due to its range.  They will use whatever {{L|weapon}}/{{L|armor}} is assigned to them.  (See {{L|Military}})&lt;br /&gt;
&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak {{L|Dwarven_weapon#War_hammer|hammer}}. &lt;br /&gt;
&lt;br /&gt;
Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with {{L|military}} skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user}} and {{L|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=100773</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=100773"/>
		<updated>2010-04-29T07:24:40Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Booze Bombs ==&lt;br /&gt;
&lt;br /&gt;
What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If this is true, explosions might be triggered only by fire and not temperature. Magma isn't actually on fire, it just has a tendency to ignite items whose ignition point is lower than the temperature of magma (i.e. most of 'em). If the booze boils first, it might not ignite. Though alcohol gas would create a pretty hefty explosion once you did have a spark... Great, now I have the urge to research how combustion actually works in the real world, given that certain materials might be heated to a temperature they'd burn at without igniting to oxidize. --[[User:Alfador|Alfador]] 13:33, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think I know how to make a booze bomb. You need a single tile full of magma, on a remote hatch. Directly under that is a set of floor bars, over an empty pit. The barrels are set up on the tiles around the bars. When you open the hatch, the magma drops, making a one-shot lava waterfall. This [[Magma#Similarities|creates magma mist]], which is [[Magma#Differences|known to burn things]]. I haven't tried this yet. Can anyone verify? --16:59, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:New line of thinking, as per the [[Talk:Fire]] page discussion about the cage trap disposal bug.  So, when you drop a caged goblin into magma, his equipment *sometimes* teleports to the location where he was originally caged (see aforementioned talk page).&lt;br /&gt;
:Thus theory - after caging a goblin in a suitable cage, set a booze stockpile right next to it.  Arrange a death drop into magma for the caged goblin.  when invaders come, pull lever, drop cage, hilarity ensues.&lt;br /&gt;
:No field test reports yet.  (Said fortress has other priorities... I know, how can i possibly have priorities other than blowing things up... try *make entire level into a giant magma lake*.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 23:09, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
At the expense of my dwarves, I have learned that as of 40d, &amp;quot;Boiling [Drink]s&amp;quot; appear when booze is burned. It is important to note that the label was purple like smoke, mist, miasma, and other dispersive effects. I would imagine that the only damage (and chance to set on fire) done is from the heat. It is probably very similar to the burning fat released by fire imps when butchered. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 05:58, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even true !!Fire!! does not cause explosions: [http://mkv25.net/dfma/movie-2024-boozebombsandthewildfirecannon DFMA Vid] [[User:BMacZero|BMacZero]] 23:05, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is Cooked Booze still a drink? ==&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;br /&gt;
::I'm very interested in this as well.  I always thought cooking booze was sort of a 'bad' thing because then the dwarves would have nothing to drink. [[User:Sinoth|sinoth]] 09:31, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Keep a surplus of drinks on hand (about 10x as many drinks as you have dwarves, as I posted below).  However, don't hesitate to cook anything beyond that.  Since you get 5x as many meals out of ''plants-&amp;gt;booze-&amp;gt;cooked booze'' as you do out of just plants, more of your plant production can be reserved for brewing instead of eating.  Furthermore, big stacks of prepared meals are too big to fit in barrels (always make &amp;quot;lavish meals&amp;quot; for maximum stack size), and by brewing all your plants, you'll empty all your plant barrels, allowing you to store even more booze in them.&lt;br /&gt;
:::The availability of barrels is the biggest constraint on your food and booze production.--[[User:Maximus|Maximus]] 19:55, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Oh, um, no, cooked booze does not quench thirst.--[[User:Maximus|Maximus]] 20:10, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fastest Growing Beer Crop? ==&lt;br /&gt;
&lt;br /&gt;
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly?  I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything.  [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)&lt;br /&gt;
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)&lt;br /&gt;
:Actually, pig tails are just as fast, but yes, plump helmets are good too. It helps to grow 2 kinds though, so you can cook one kind and leave another for drinking. --[[User:Valdemar|Valdemar]] 10:20, 28 December 2007 (EST)&lt;br /&gt;
:It also helps to have multiple kinds because eventually dwarves will &amp;quot;become tried of drinking the same old booze&amp;quot;--[[User:Supercharazard|Supercharazard]] 14:50, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How much do I need? ==&lt;br /&gt;
Strange that this question isn't even mentioned sideways. How much will ''get me by'' vs ''make the stumpies happy''? [[User:GarrieIrons|GarrieIrons]] 08:32, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Where's the alcohol / food mod? ==&lt;br /&gt;
I think there should be a link to these mods at the bottom of this page, under 'see also', or something, I'm struggling to find them. --[[User:Markavian|Markavian]]&lt;br /&gt;
:that would go in the mods section, not the standard area of the wiki --[[User:Chariot|Chariot]] 15:36, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== storage ==&lt;br /&gt;
&lt;br /&gt;
beyond &amp;quot;1 stack takes up 1 barrel&amp;quot;, do drinks rot if not kept in a stockpile?&lt;br /&gt;
&lt;br /&gt;
Do I have anything to worry about beyond low productivity if my still becomes a mass of full barrels and dwarves clamoring for a drink?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:25, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
A cluttered workshop works significantly slower than an empty workshop, so be sure to have a stockpile handy or nearby.{{unsigned|CrazyMcfobo }}&lt;br /&gt;
:repeating my key phrase - ''beyond low productivity'' is there any problem? ie will my brewer be brewing just to use up plants because the grog all goes bad? Or will I end up with the still being another version of a quantum stockpile, which has the side benefit of being an extremely low yield still?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:25, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe that being in your workshop the booze would count as being inside, thus causing the alcohol not to [[rot]]. Not sure if dwarves would drink from the enormous pile of booze in your workshop. I am about to test to see if you could feasibly make a workshop and purposely clutter it to have a quantum stockpile.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:52, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Booze does not rot.....ever [[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
This article has been degraded to fine quality, as it contains an unverified claim&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=100772</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=100772"/>
		<updated>2010-04-29T07:22:48Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
'''Alcohol''' is one of the staples of the dwarven diet; it quenches their {{L|thirst}} and gives them positive {{L|thoughts}}. Healthy dwarves will drink alcohol exclusively when it is available. When dwarves are forced to drink {{L|water}}, they begin to work slowly as a result of their alcohol dependency. Note that in Dwarf Fortress, {{L|milk}} is not actually drinkable - it is only used to make {{L|cheese}} or be cooked into prepared meals directly. Dwarves drink ''only'' alcohol and water.&lt;br /&gt;
&lt;br /&gt;
Alcohol can be brewed at a {{L|still}}, brought with you from the {{L|embark}} screen, or {{L|trade}}d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
To brew alcohol at a {{L|still}} requires a {{L|Alcohol#Brewable_plants|brewable plant}} and an empty {{L|barrel}}. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled {{L|grower}}s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable {{L|seed}}s.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
A healthy adult {{l|dwarf}} consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a booze barrel (one not currently being drunk from), upending it over his alcohol-intake orifice ({{l|mug}}s are for simpering {{l|human}}s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main {{l|meeting|meeting area}}) and dwarves spend much time walking to and from it.  So:  The booze should be both secure and accessible. An easy way to achieve this is to designate a booze-exclusive {{L|stockpile}} in the dining hall or statue garden. Fresh booze will be delivered directly to the party, and then a barrel-exclusive furniture stockpile by the still will return your 'empties' straightaway.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into {{L|food}}, it is profitable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that some consider this an {{L|exploit}}.&lt;br /&gt;
&lt;br /&gt;
===Variety===&lt;br /&gt;
Dwarves will eventually stop drinking a type of alcohol if all they ever drink is that one type.  For example, if a fort has only {{L|dwarven wine}}, dwarves will become tired of drinking only that and will stop drinking until they have some of a different alcohol.&lt;br /&gt;
&lt;br /&gt;
:Urist McSwiller: ''Why is there only ale?''&lt;br /&gt;
&lt;br /&gt;
:Urist McManager: ''Because we only grow pig tails here!''&lt;br /&gt;
&lt;br /&gt;
:Urist McSwiller: ''By [[Armok]] and all that's dwarvenly, I now take this pledge... Unless I taste some other alcohol, I would sooner drink '''{{L|water}}''' than yet another ale, even if it means slowing this fortress to a grinding halt and causing the death of everyone inside it!''&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the {{L|quality}} of the drink and whether it matches the dwarf's personal {{L|preferences}}.  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the {{L|brewer}}.  It is unknown whether high-value liquors (like {{L|Alcohol#Grown_Outside|sunshine}}) boost feelings more than low-value ones (like {{L|Alcohol#Grown_Outside|gutter cruor}}){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.&lt;br /&gt;
&lt;br /&gt;
===Wounded dwarves===&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given {{L|water}} by a caretaker with a {{L|bucket}}. Therefore, a {{L|fortress}} cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
A permanently crippled dwarf, bedridden for life (whether from severe nervous system damage or from a severed limb), will never again drink alcohol, and upon inspection will have the thought &amp;quot;He needs alcohol to get through the working day, and he can't remember the last time he had some!&amp;quot; You may wish to put these poor dwarves out of their misery.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
Players are advised to keep their alcohol stocks away from {{L|fire}}, as booze will very quickly boil away in red clouds. In previous versions, this was observed to inflict significant damage to dwarves, though currently{{version|0.28.181.40d}} the only damage comes from the fire itself.&lt;br /&gt;
&lt;br /&gt;
=== Brewable plants ===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| Dwarven ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cave wheat}}&lt;br /&gt;
| Dwarven beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Sweet pod}}&lt;br /&gt;
| Dwarven rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Plump helmet}}&lt;br /&gt;
| Dwarven wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Sun berry}}&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Whip vine}}&lt;br /&gt;
| Whip wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
| River spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Fisher berry}}&lt;br /&gt;
| Fisher berry wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Longland grass}}&lt;br /&gt;
| Longland beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wild strawberry}}&lt;br /&gt;
| Strawberry wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bloated tuber}}&lt;br /&gt;
| Tuber beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Prickle berry}}&lt;br /&gt;
| Prickle berry wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Rat weed}}&lt;br /&gt;
| Sewer brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Sliver barb}}&lt;br /&gt;
| Gutter cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Muck root}}&lt;br /&gt;
| Swamp whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Brewable===&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* {{L|Quarry bush}} &lt;br /&gt;
* {{L|Dimple cup}}&lt;br /&gt;
* {{L|Blade weed}}&lt;br /&gt;
* {{L|Hide root}}&lt;br /&gt;
* {{L|Kobold bulb}}&lt;br /&gt;
* {{L|Valley herb}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=100770</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=100770"/>
		<updated>2010-04-29T07:15:07Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal Trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;br /&amp;gt;Yes, if they are outside. --[[User:Zchris13|Zchris13]] 21:52, 7 April 2009 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors, currently{{version|0.31.03}} you cannot create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefullness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=100769</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=100769"/>
		<updated>2010-04-29T07:14:48Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal Trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;br /&amp;gt;Yes, if they are outside. --[[User:Zchris13|Zchris13]] 21:52, 7 April 2009 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors, currently{{version|0.31.03}} you cannot create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefullness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=100768</id>
		<title>v0.31 Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=100768"/>
		<updated>2010-04-29T07:14:26Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to be able to make stockpiles for just bones and shells, by making a refuse stockpile with only those two enabled. I cannot find either in the stockpile menu any more. --Kydo 07:11, 2 April 2010 (UTC)&lt;br /&gt;
:I find that a stockpile set to only contain 'body parts' will include bones, shells, and skulls, but unfortunately will also include nervous tissue, hair, cartilage, etc.  --[[User:Soronhen|Soronhen]] 21:36, 3 April 2010 (UTC)&lt;br /&gt;
::+1 really annoying. --[[Special:Contributions/92.202.78.49|92.202.78.49]] 10:33, 8 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
A specific stone block stockpile is sitting empty at the surface, while there are dozens of obsidian / gabbro / etc blocks at my mason's workshop. A general 'bar/block stockpile' seems to take it all, but when my forges are set up 50 z-levels below my stone constructions, that isn't very helpful. Potential bug? (BertieB) --[[Special:Contributions/87.194.186.154|87.194.186.154]] 21:24, 3 April 2010 (UTC)&lt;br /&gt;
:Rock blocks are under metal blocks right now. Every rock listed individually. Quite possibly a bug, yes. [[Special:Contributions/130.234.181.158|130.234.181.158]] 22:14, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==40d version==&lt;br /&gt;
&lt;br /&gt;
Any objections to copying over the 40d version of this article since it's essentially the same thing, perhaps adding an addendum that you can no longer make bone stockpiles but body part stockpiles [[User:Numeral|Numeral]] 18:08, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
This article has been demoted from Dwarven to human, as it contains one red link, and one unverified claim.&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_design&amp;diff=100767</id>
		<title>v0.31 Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_design&amp;diff=100767"/>
		<updated>2010-04-29T07:00:06Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
Changed Quality from dwarven to human, as there are some red links. ~JoshBrickstien&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_design&amp;diff=100766</id>
		<title>v0.31 Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_design&amp;diff=100766"/>
		<updated>2010-04-29T06:59:33Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
Changed Quality from dwarven to human, as there are many red links. ~JoshBrickstien&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=100765</id>
		<title>v0.31:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=100765"/>
		<updated>2010-04-29T06:57:39Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
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:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's {{l|trap}}s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.  See '''{{l|trapper}}''' for catching vermin-sized creatures in animal traps.&lt;br /&gt;
&lt;br /&gt;
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* For suggestions on disposing of nobles and other unwanted residents, see {{l|unfortunate accident|unfortunate accident}}.&lt;br /&gt;
* For a basic overview of how the different machine parts work and work together, see {{l|machinery|machinery}}.&lt;br /&gt;
 &lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
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&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile {{l|trap|trap}}s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking {{l|door|door}}s, {{l|hatch}}es, {{l|floodgate|floodgate}}s, {{l|bridge|bridge}}s and mechanic's traps to {{l|lever|lever}}s or {{l|pressure plate|pressure plate}}s, along with {{l|machinery|machinery}} to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a {{l|lever|signal}} to the linked device. That signal is not always as simple as &amp;quot;do it now&amp;quot;, but it's specifically either to &amp;quot;open&amp;quot; or to &amp;quot;close&amp;quot;.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the {{l|Trap#Stone-fall_Trap|stone-fall trap}}, {{l|Trap#Weapon_Trap|weapon trap}}, and {{l|Trap#Cage_Trap|cage trap}}.)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple {{l|trap|trap}}s that are placed by a mechanic. They require one {{l|mechanism|mechanism}} but do not require levers or triggers.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your {{l|mechanic|mechanic}}, and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using {{l|crossbow|crossbow}}s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with {{l|ammo|ammo}}.  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
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===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass {{l|cage|cage}} can hold indefinitely any creature, even trolls and megabeasts. A cage trap never fails, although some monsters have a (random?) chance to avoid them. Use cage traps as your outermost traps to catch the occasional wandering animal, or angry wounded {{l|elephant|elephant}} or {{l|unicorn|unicorn}}, or even {{l|zombie|zombie}}s. Caged animals and enemies will be safely brought to any animal stockpiles you have, but may escape later if you are not careful. For more information, see {{l|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a {{l|pressure plate|pressure plate}} or {{l|lever|lever}}. They will require at least three {{l|mechanisms|mechanisms}}, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
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For a system that repeatedly activates automatically and regularly regardless of enemies, see {{l|Repeater}}.&lt;br /&gt;
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===Menacing spikes===&lt;br /&gt;
Menacing {{l|trap component|spike}}s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
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While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe.&lt;br /&gt;
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==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
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===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a {{l|restraint}} in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. Also known as the &amp;quot;Tar Baby&amp;quot; strategy.&lt;br /&gt;
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Note that this is a horrible method of getting rid of cats, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
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===Trapping efficiently part 1===&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 2 ===&lt;br /&gt;
&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by &amp;quot;x&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║   ║xx    ??&lt;br /&gt;
   ║   ║x    ??? &lt;br /&gt;
   ║???║   .????     ? = unpredictable path &lt;br /&gt;
   ║???║  .╔═════&lt;br /&gt;
   ║ ??║ . ║         . = ''most likely'' path&lt;br /&gt;
   ║  .║☺  ║         ☺ = invader&lt;br /&gt;
   ║x  .  x║&lt;br /&gt;
   ║xx   xx║         x = ''unlikely'' detour &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
Once in a straight hall, anything is possible (represented by &amp;quot;?&amp;quot;), but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
==Crushing weight traps==&lt;br /&gt;
&lt;br /&gt;
===Dropping the Hammer===&lt;br /&gt;
Lowering {{l|drawbridge|drawbridge}}s on invaders will {{l|dwarven atom smasher|crush}} them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including {{l|wagon}}s and {{l|elephant}}s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies with the {{l|Creature_Tokens|[BUILDINGDESTROYER]}} tag from wrecking it, you can dig a {{l|channel}} in front of it for protection while it's raised.  Link the drawbridge to a {{l|lever|trigger}}, and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash {{l|invader}}s, unwanted {{l|immigrants}}, bothersome {{l|nobles}}, or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
===Intentional cave-in===&lt;br /&gt;
{{l|Support|Support}}s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional {{l|cave-in|cave-in}}.&lt;br /&gt;
* Invaders dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor directly onto any creature will ''instantly'' kill it, regardless of its size.&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as {{l|ambush|ambush}}ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your {{l|mechanic|mechanic}}s and {{l|mason|mason}}s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
==Water traps==&lt;br /&gt;
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite {{l|flood|harmful}} to your fortress, so use with caution.&lt;br /&gt;
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===Drown and burn===&lt;br /&gt;
&lt;br /&gt;
A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into steam are as effective at killing your {{l|framerate}} as they are {{l|goblins}}. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
===Drowning hall===&lt;br /&gt;
 	&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})&lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;• &amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using {{l|pressure plate|pressure plate}}s, or if you want to have more fun, replace the water with {{l|magma|magma}} (which would require pressure plates and floodgates to be {{l|magma-safe|magma-safe}}).&lt;br /&gt;
&lt;br /&gt;
===Selective smiting tower===&lt;br /&gt;
&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective {{l|siege}} defense, as each tower component can be linked to a {{l|lever}} and used to wipe out a single invading squad at a time. Note: This may count as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
While a {{l|pressure plate}} in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. {{l|Floodgate}}s on the ground close, {{l|hatch}}es on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water Reservior&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
===Degrinchinator===&lt;br /&gt;
&lt;br /&gt;
Water open to the sky in freezing biomes will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-231-degrinchinator&lt;br /&gt;
&lt;br /&gt;
===Semi-automatic Orcsicle maker===&lt;br /&gt;
Similar to the aforementioned Degrinchinator design but widened to permit the freezing of entire caravans. This model also boasts a handy mechanical reset feature.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker&lt;br /&gt;
&lt;br /&gt;
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]&lt;br /&gt;
&lt;br /&gt;
==Magma traps==&lt;br /&gt;
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on {{l|magma|magma}}, and use with ''extreme'' caution.&lt;br /&gt;
&lt;br /&gt;
===Sealed Fate===&lt;br /&gt;
&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
==Misc trap designs==&lt;br /&gt;
By clever and creative use of various elements, it is possible to create impressive systems that fill a variety of functions. &lt;br /&gt;
&lt;br /&gt;
===Casual impalement===&lt;br /&gt;
&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall {{l|party}} begins to be measured in goblin blood. &lt;br /&gt;
&lt;br /&gt;
===Chasm trap===&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║++^+║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&lt;br /&gt;
The goblins are lured in by a {{l|restraint|restrain}}ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to {{l|construction|build}} a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
Because the outcome of this fairly complex trap can be easily obtained by just using a retractable bridge,  it qualifies as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
===Land mines===&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an {{l|ambush|ambush}}). &lt;br /&gt;
&lt;br /&gt;
===Pitfall trap===&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.&lt;br /&gt;
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You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.&lt;br /&gt;
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===Suicide booth===&lt;br /&gt;
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Build a lever wherever you think is best, and nearly surround it with walls, leaving it open on one side.  Install a {{l|trap component|menacing spike}} in the one open spot, and link that to the lever.  Pull the lever once to lower the spike;  The trap is set. Berserk dwarves or curious animals like {{l|gremlin}}s will freely pull it and solve your problems for you. This trap has some utility, and can be used for easily disposing of unwanted dwarves like {{l|Nobles}} by simply having them trip the {{l|lever}}.  Should the spike fail to kill the creature, it will likely be severely wounded, and easy prey for your soldiers and/or war dogs.&lt;br /&gt;
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{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nervous_tissue&amp;diff=92392</id>
		<title>v0.31:Nervous tissue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nervous_tissue&amp;diff=92392"/>
		<updated>2010-04-13T19:45:16Z</updated>

		<summary type="html">&lt;p&gt;JoshBrickstien: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
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Nervous tissue is a byproduct of [[Butcher's Shop|butchering]] most dead animals or slaughting [[tame]] animals.  Each animal butchered generates one nervous tissue item.  This item has no known use.&lt;br /&gt;
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{{elven}}&lt;/div&gt;</summary>
		<author><name>JoshBrickstien</name></author>
	</entry>
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