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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-18T22:18:54Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=286072</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=286072"/>
		<updated>2023-01-16T06:59:15Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: added clarity to tasks dwarves assigned to doctor roles will do and hot to get them to do it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:healthcare_icon.png|100px|right]]A '''hospital''' [[zone]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[container]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five doctoring labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals. Dwarves assigned to 'Doctor' per the hospital zone will do all doctoring jobs (diagnosis,surgery,ect). Suturing and wound dressing are done by orderlies, but their quality is not impacted by any skills, so having all dwarves assigned to it has no negative effect.&lt;br /&gt;
&lt;br /&gt;
Dwarves assigned roles via the hospital zone will only begin doing them once the labors for all dwarves have been updated. To quickly achieve this, go to the labor menu and set 'only selected dwarves mine' to 'no dwarves mine' and then set back to 'only selected dwarves mine'.&lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[locations]], press {{Menu icon|z}} to bring up zone menu, select an appropriate zone type (such as dormitory), then use the mouse to draw a rectangle over your hospital. If your hospital consists of multiple rooms, you need only start with one. Once the zone is created, select the Add Location button (plus sign) and select Hospital. Multiple rooms can be added to the hospital in the same way, selecting the existing hospital name instead of clicking hospital at the top of the menu. Select the view location button (magnifying glass) allows you to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.&lt;br /&gt;
* Place at least one [[table]] ({{Menu icon|b|f|t|sep=-}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{Menu icon|b|f|T|sep=-}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[container]]s ({{Menu icon|b|f|h|sep=-}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff: &lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the Orderlies labor on them (through {{Menu icon|y}}). Then select the hospital zone and assign dwarves to the positions available, doctors, diagnosticians, surgeons, and bone doctors. You might want set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing.)&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are five skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare.&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Provides medical attention (including diagnosing, surgery, suturing, bone, and dressing)&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| For those who cannot walk to a hospital zone&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| for those who cannot walk to food/drink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a chief medical dwarf appointed, you can view your dwarves' health using {{k|w}} for wounds section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up, since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed; if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your Chief Medical Dwarf if you rely heavily on this screen, but otherwise they can be treated as any other dwarf. {{verify|now that there's no health screen, what does this position do?}}&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately, so long as there is an idle dwarf.&lt;br /&gt;
* Create &amp;quot;orderlies&amp;quot; by setting dwarves to only use the Recover wounded, Give food and Give water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low-priority jobs, so it is entirely possible for a patient to starve, dehydrate, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food or water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle – if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* Set the hospital zone to inactive and forbid everything in it when you don't have any real medical issues. It will prevent dwarves who have no real injuries from useless resting there (bee stings &amp;amp; harmless evil weather syndromes can result in this, medics will cancel diagnose patient due to &amp;quot;not resting&amp;quot; because the resting phase usually ends very fast).&lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in hospital, while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
* You may want to disable the hospital if you want your injured dwarves to get up from it while you lack the equipment to treat them. When able, military dwarves will keep fighting enemies or follow current valid station or kill orders despite injuries they may incur, but civilian dwarves will go into &amp;quot;resting mode&amp;quot; when injured, and once they've gone or carried in they won't leave the hospital until the injury is healed or treated. You can re-enable the hospital once you no longer need your dwarves to stay out of it.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth – yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench does not account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  The application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=285426</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=285426"/>
		<updated>2023-01-11T15:25:46Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: /* Setting up a library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.  You will need bookshelves to store books and chests to store writing materials. To attract visitors to your library, you can buy books from caravans or steal them using missions on the world map. Your dwarves will read books as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Writing Materials==&lt;br /&gt;
There are several types of writing materials: scrolls, codex, quire, etc. Here is one setup.&lt;br /&gt;
&lt;br /&gt;
To make paper, you need 'slurry' which is pressed into paper sheets, then rolled into scrolls or assembled into 'quires' (which are like books without covers.) You can also create a cover for a quire and then bind it, but it's not necessary for producing writing. Scrolls can also be produced for shorter works. There is mention of a bug that will lower the quality of your quires after binding.&lt;br /&gt;
&lt;br /&gt;
=== Making Slurry ===&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'gobs' exist (input: plants)&lt;br /&gt;
(Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. &lt;br /&gt;
You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Making Paper Sheets ===&lt;br /&gt;
*Build Mechanics workshop (Building &amp;gt; Workshops &amp;gt; Mechanics)&lt;br /&gt;
*Produce 2 mechanisms from Mechanics workshop&lt;br /&gt;
*Build screw press near your quern (Building &amp;gt; Workshops &amp;gt; Screw Press, input: 2 mechanisms)&lt;br /&gt;
*Set a work order on your screw press to produce paper if fewer than 10 exist (input: slurry)&lt;br /&gt;
&lt;br /&gt;
[[File:Using a screwpress to make slurries.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Making Scrolls (used for shorter works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft)&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'scroll rollers' if fewer than 10 exist (input: stone or wood)&lt;br /&gt;
*Set a work order on your crafts workshop to produce scrolls if fewer than 10 exist (input: scroll rollers + paper sheets)(note: The purpose of setting all these work orders with the condition 'if fewer than 10' is so that your dwarves will keep a small stock of items and replace them as needed. You don't end up with overstock like you do if you set the condition to produce infinitely or every day/month.)&lt;br /&gt;
&lt;br /&gt;
=== Making Quires (used for longer works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft) if you haven't already&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'quires' if fewer than 10 exist (input: paper sheet)&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
&lt;br /&gt;
*Create a room and set it as a 'Meeting Area' zone (Zones &amp;gt; Meeting Area)&lt;br /&gt;
*Click 'Zones' again and then click on your meeting area&lt;br /&gt;
*Click the + symbol and then 'New Library'&lt;br /&gt;
*Enjoy your randomly generated library name&lt;br /&gt;
*Click magnifying glass to change your library settings:&lt;br /&gt;
*Increase the desired number of writing materials to 20 (optional)&lt;br /&gt;
*Leave your library public so you can get visiting scholars (optional)&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort.&lt;br /&gt;
&lt;br /&gt;
[[File:Setting library to public.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Designating Scribes and Scholars ==&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scholar&lt;br /&gt;
*Assign a dwarf as a scholar (bonus if they have good writing skills)&lt;br /&gt;
*If your library has desks + chairs + writing materials, your dwarves will eventually write... when they feel like it. Mostly they will chat, learn new topics, and read books until they have decided there's something they want to write about.&lt;br /&gt;
*Assign as many scholars as your fortress can spare to increase the chance of one of them writing&lt;br /&gt;
*After assigning a scholar, check their thoughts to see if they enjoy the role. Some dwarves feel anxious when they learn new things or debate/argue with other scholars. If they don't like the role, they will become unhappy over time.&lt;br /&gt;
*On the 'assign' menu, you can't see if your dwarf has knowledge to write about, but you can see this information on the dwarf's profile under SKILLS &amp;gt; OTHER SKILLS&lt;br /&gt;
&lt;br /&gt;
=== Scribes ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scribe&lt;br /&gt;
*You probably won't need more than one or two scribes as they seem to copy a lot&lt;br /&gt;
*Set 'total number of each to scribe' to decide how many copies you would like of each original work&lt;br /&gt;
*You can sell copies to visiting traders and your scribes will produce more. (note: Finished scrolls are under 'tools' when you move goods to your trading depot.)&lt;br /&gt;
*Sell lots of copies of that book with a funny title to spread your culture across the world&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Getting your Dwarves to write==&lt;br /&gt;
Coaxing your dwarves into writing can take some time. While writing-related skills improve the quality of their work, they seem to have more to 'write about' if they have skills like medicine or mechanics. It's much easier to get them write guides about scientific topics than to write poetry or novels. (There's actually an entire technology tree in the background that your dwarves can progress by reading books, chatting, and having breakthroughs.)&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
Visiting scholars will sometimes steal the books they're carrying when they leave, even books they did not write. If you unassign the tables (but not the chairs) from your library, the visitors can produce books but cannot touch them, but your own dwarves can still interact with them normally. The tables should still physically be in the library, just not within the painted library zone. (To unassign a section of library, click 'Zone' and then 'library' and use the eraser icon.) You can also have separate libraries for your citizens and for visitors and using stockpiles to keep the books out of the public one.&lt;br /&gt;
&lt;br /&gt;
Once your library is well-known enough, you'll start getting foreign scholars petitioning to join your fortress. A visiting necromancer may write a book that contains the 'secrets of life and death.' Any dwarf who reads this type of book will become a necromancer, which has... pretty serious consequences. You will need to find and forbid these books if you want to prevent this, or just sit back and wait for the Fun to happen.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
See also: https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;br /&gt;
&lt;br /&gt;
15:24, 11 January 2023 (UTC)KingReyRoi&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Setting_library_to_public.png&amp;diff=285425</id>
		<title>File:Setting library to public.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Setting_library_to_public.png&amp;diff=285425"/>
		<updated>2023-01-11T15:25:40Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Library Menu&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=285424</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=285424"/>
		<updated>2023-01-11T15:24:45Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: Attempt to add pictures and added signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.  You will need bookshelves to store books and chests to store writing materials. To attract visitors to your library, you can buy books from caravans or steal them using missions on the world map. Your dwarves will read books as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Writing Materials==&lt;br /&gt;
There are several types of writing materials: scrolls, codex, quire, etc. Here is one setup.&lt;br /&gt;
&lt;br /&gt;
To make paper, you need 'slurry' which is pressed into paper sheets, then rolled into scrolls or assembled into 'quires' (which are like books without covers.) You can also create a cover for a quire and then bind it, but it's not necessary for producing writing. Scrolls can also be produced for shorter works. There is mention of a bug that will lower the quality of your quires after binding.&lt;br /&gt;
&lt;br /&gt;
=== Making Slurry ===&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'gobs' exist (input: plants)&lt;br /&gt;
(Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. &lt;br /&gt;
You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Making Paper Sheets ===&lt;br /&gt;
*Build Mechanics workshop (Building &amp;gt; Workshops &amp;gt; Mechanics)&lt;br /&gt;
*Produce 2 mechanisms from Mechanics workshop&lt;br /&gt;
*Build screw press near your quern (Building &amp;gt; Workshops &amp;gt; Screw Press, input: 2 mechanisms)&lt;br /&gt;
*Set a work order on your screw press to produce paper if fewer than 10 exist (input: slurry)&lt;br /&gt;
&lt;br /&gt;
[[File:Using a screwpress to make slurries.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Making Scrolls (used for shorter works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft)&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'scroll rollers' if fewer than 10 exist (input: stone or wood)&lt;br /&gt;
*Set a work order on your crafts workshop to produce scrolls if fewer than 10 exist (input: scroll rollers + paper sheets)(note: The purpose of setting all these work orders with the condition 'if fewer than 10' is so that your dwarves will keep a small stock of items and replace them as needed. You don't end up with overstock like you do if you set the condition to produce infinitely or every day/month.)&lt;br /&gt;
&lt;br /&gt;
=== Making Quires (used for longer works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft) if you haven't already&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'quires' if fewer than 10 exist (input: paper sheet)&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
&lt;br /&gt;
*Create a room and set it as a 'Meeting Area' zone (Zones &amp;gt; Meeting Area)&lt;br /&gt;
*Click 'Zones' again and then click on your meeting area&lt;br /&gt;
*Click the + symbol and then 'New Library'&lt;br /&gt;
*Enjoy your randomly generated library name&lt;br /&gt;
*Click magnifying glass to change your library settings:&lt;br /&gt;
*Increase the desired number of writing materials to 20 (optional)&lt;br /&gt;
*Leave your library public so you can get visiting scholars (optional)&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort. &lt;br /&gt;
&lt;br /&gt;
== Designating Scribes and Scholars ==&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scholar&lt;br /&gt;
*Assign a dwarf as a scholar (bonus if they have good writing skills)&lt;br /&gt;
*If your library has desks + chairs + writing materials, your dwarves will eventually write... when they feel like it. Mostly they will chat, learn new topics, and read books until they have decided there's something they want to write about.&lt;br /&gt;
*Assign as many scholars as your fortress can spare to increase the chance of one of them writing&lt;br /&gt;
*After assigning a scholar, check their thoughts to see if they enjoy the role. Some dwarves feel anxious when they learn new things or debate/argue with other scholars. If they don't like the role, they will become unhappy over time.&lt;br /&gt;
*On the 'assign' menu, you can't see if your dwarf has knowledge to write about, but you can see this information on the dwarf's profile under SKILLS &amp;gt; OTHER SKILLS&lt;br /&gt;
&lt;br /&gt;
=== Scribes ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scribe&lt;br /&gt;
*You probably won't need more than one or two scribes as they seem to copy a lot&lt;br /&gt;
*Set 'total number of each to scribe' to decide how many copies you would like of each original work&lt;br /&gt;
*You can sell copies to visiting traders and your scribes will produce more. (note: Finished scrolls are under 'tools' when you move goods to your trading depot.)&lt;br /&gt;
*Sell lots of copies of that book with a funny title to spread your culture across the world&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Getting your Dwarves to write==&lt;br /&gt;
Coaxing your dwarves into writing can take some time. While writing-related skills improve the quality of their work, they seem to have more to 'write about' if they have skills like medicine or mechanics. It's much easier to get them write guides about scientific topics than to write poetry or novels. (There's actually an entire technology tree in the background that your dwarves can progress by reading books, chatting, and having breakthroughs.)&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
Visiting scholars will sometimes steal the books they're carrying when they leave, even books they did not write. If you unassign the tables (but not the chairs) from your library, the visitors can produce books but cannot touch them, but your own dwarves can still interact with them normally. The tables should still physically be in the library, just not within the painted library zone. (To unassign a section of library, click 'Zone' and then 'library' and use the eraser icon.) You can also have separate libraries for your citizens and for visitors and using stockpiles to keep the books out of the public one.&lt;br /&gt;
&lt;br /&gt;
Once your library is well-known enough, you'll start getting foreign scholars petitioning to join your fortress. A visiting necromancer may write a book that contains the 'secrets of life and death.' Any dwarf who reads this type of book will become a necromancer, which has... pretty serious consequences. You will need to find and forbid these books if you want to prevent this, or just sit back and wait for the Fun to happen.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
See also: https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;br /&gt;
&lt;br /&gt;
15:24, 11 January 2023 (UTC)KingReyRoi&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Using_a_screwpress_to_make_slurries.png&amp;diff=285423</id>
		<title>File:Using a screwpress to make slurries.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Using_a_screwpress_to_make_slurries.png&amp;diff=285423"/>
		<updated>2023-01-11T15:23:49Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting work orders for screwpress&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Library&amp;diff=284455</id>
		<title>Talk:Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Library&amp;diff=284455"/>
		<updated>2023-01-07T17:00:51Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: Created page with &amp;quot;I added more to the library entry based on the reddit post I linked below. I wasn't sure how to add the images though. Here's the reddit post with the images if someone beats...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added more to the library entry based on the reddit post I linked below. I wasn't sure how to add the images though. Here's the reddit post with the images if someone beats me to it.&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=284454</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=284454"/>
		<updated>2023-01-07T16:58:55Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: Added entried based on reddit post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.  You will need bookshelves to store books and chests to store writing materials. To attract visitors to your library, you can buy books from caravans or steal them using missions on the world map. Your dwarves will read books as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Writing Materials==&lt;br /&gt;
There are several types of writing materials: scrolls, codex, quire, etc. Here is one setup.&lt;br /&gt;
&lt;br /&gt;
To make paper, you need 'slurry' which is pressed into paper sheets, then rolled into scrolls or assembled into 'quires' (which are like books without covers.) You can also create a cover for a quire and then bind it, but it's not necessary for producing writing. Scrolls can also be produced for shorter works. There is mention of a bug that will lower the quality of your quires after binding.&lt;br /&gt;
&lt;br /&gt;
=== Making Slurry ===&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'gobs' exist (input: plants)&lt;br /&gt;
(Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. &lt;br /&gt;
You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Making Paper Sheets ===&lt;br /&gt;
*Build Mechanics workshop (Building &amp;gt; Workshops &amp;gt; Mechanics)&lt;br /&gt;
*Produce 2 mechanisms from Mechanics workshop&lt;br /&gt;
*Build screw press near your quern (Building &amp;gt; Workshops &amp;gt; Screw Press, input: 2 mechanisms)&lt;br /&gt;
*Set a work order on your screw press to produce paper if fewer than 10 exist (input: slurry)&lt;br /&gt;
&lt;br /&gt;
=== Making Scrolls (used for shorter works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft)&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'scroll rollers' if fewer than 10 exist (input: stone or wood)&lt;br /&gt;
*Set a work order on your crafts workshop to produce scrolls if fewer than 10 exist (input: scroll rollers + paper sheets)(note: The purpose of setting all these work orders with the condition 'if fewer than 10' is so that your dwarves will keep a small stock of items and replace them as needed. You don't end up with overstock like you do if you set the condition to produce infinitely or every day/month.)&lt;br /&gt;
&lt;br /&gt;
=== Making Quires (used for longer works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft) if you haven't already&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'quires' if fewer than 10 exist (input: paper sheet)&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
&lt;br /&gt;
*Create a room and set it as a 'Meeting Area' zone (Zones &amp;gt; Meeting Area)&lt;br /&gt;
*Click 'Zones' again and then click on your meeting area&lt;br /&gt;
*Click the + symbol and then 'New Library'&lt;br /&gt;
*Enjoy your randomly generated library name&lt;br /&gt;
*Click magnifying glass to change your library settings:&lt;br /&gt;
*Increase the desired number of writing materials to 20 (optional)&lt;br /&gt;
*Leave your library public so you can get visiting scholars (optional)&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort. &lt;br /&gt;
&lt;br /&gt;
== Designating Scribes and Scholars ==&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scholar&lt;br /&gt;
*Assign a dwarf as a scholar (bonus if they have good writing skills)&lt;br /&gt;
*If your library has desks + chairs + writing materials, your dwarves will eventually write... when they feel like it. Mostly they will chat, learn new topics, and read books until they have decided there's something they want to write about.&lt;br /&gt;
*Assign as many scholars as your fortress can spare to increase the chance of one of them writing&lt;br /&gt;
*After assigning a scholar, check their thoughts to see if they enjoy the role. Some dwarves feel anxious when they learn new things or debate/argue with other scholars. If they don't like the role, they will become unhappy over time.&lt;br /&gt;
*On the 'assign' menu, you can't see if your dwarf has knowledge to write about, but you can see this information on the dwarf's profile under SKILLS &amp;gt; OTHER SKILLS&lt;br /&gt;
&lt;br /&gt;
=== Scribes ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scribe&lt;br /&gt;
*You probably won't need more than one or two scribes as they seem to copy a lot&lt;br /&gt;
*Set 'total number of each to scribe' to decide how many copies you would like of each original work&lt;br /&gt;
*You can sell copies to visiting traders and your scribes will produce more. (note: Finished scrolls are under 'tools' when you move goods to your trading depot.)&lt;br /&gt;
*Sell lots of copies of that book with a funny title to spread your culture across the world&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Getting your Dwarves to write==&lt;br /&gt;
Coaxing your dwarves into writing can take some time. While writing-related skills improve the quality of their work, they seem to have more to 'write about' if they have skills like medicine or mechanics. It's much easier to get them write guides about scientific topics than to write poetry or novels. (There's actually an entire technology tree in the background that your dwarves can progress by reading books, chatting, and having breakthroughs.)&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
Visiting scholars will sometimes steal the books they're carrying when they leave, even books they did not write. If you unassign the tables (but not the chairs) from your library, the visitors can produce books but cannot touch them, but your own dwarves can still interact with them normally. The tables should still physically be in the library, just not within the painted library zone. (To unassign a section of library, click 'Zone' and then 'library' and use the eraser icon.) You can also have separate libraries for your citizens and for visitors and using stockpiles to keep the books out of the public one.&lt;br /&gt;
&lt;br /&gt;
Once your library is well-known enough, you'll start getting foreign scholars petitioning to join your fortress. A visiting necromancer may write a book that contains the 'secrets of life and death.' Any dwarf who reads this type of book will become a necromancer, which has... pretty serious consequences. You will need to find and forbid these books if you want to prevent this, or just sit back and wait for the Fun to happen.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
See also: https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slurry&amp;diff=284451</id>
		<title>Slurry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slurry&amp;diff=284451"/>
		<updated>2023-01-07T16:29:40Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: removed unused reference&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Slurry''' is a material used in [[paper industry|paper making]]. Slurry is created at a [[mill]] or [[quern]] from cloth [[plant]]s and pressed into [[paper]] at a [[screw press]]. This also creates [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
The labor associated with making slurries is papermaking, under crafts - ''not'' milling, as one might expect from the building.&lt;br /&gt;
&lt;br /&gt;
Slurry is considered to be a [[glob]] in the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, despite not being food, slurries are stored in the food stockpile as a paste.&lt;br /&gt;
&lt;br /&gt;
Here is a workflow for making plant slurry&lt;br /&gt;
&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'gobs' exist (input: plants) (Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
[[File:slurry.jpg|thumb|200px|center|Dripping slurry.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Slurry stored on the floor in food stockpile (not in a barrel/pot) will trigger a Clean job, resulting in the glob being destroyed.{{bug|9884}}  As a work-around, one can use the custom stockpile feature to disable paste from being stored in food stockpiles, and the slurry will remain safely in the quern/millstone until need at a screw press.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Slurry]]&lt;br /&gt;
[[Fr:Pâte à papier (slurry)]]&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slurry&amp;diff=284450</id>
		<title>Slurry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slurry&amp;diff=284450"/>
		<updated>2023-01-07T16:28:45Z</updated>

		<summary type="html">&lt;p&gt;KingReyRoi: Updated to add workflow to make slurried items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Slurry''' is a material used in [[paper industry|paper making]]. Slurry is created at a [[mill]] or [[quern]] from cloth [[plant]]s and pressed into [[paper]] at a [[screw press]]. This also creates [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
The labor associated with making slurries is papermaking, under crafts - ''not'' milling, as one might expect from the building.&lt;br /&gt;
&lt;br /&gt;
Slurry is considered to be a [[glob]] in the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, despite not being food, slurries are stored in the food stockpile as a paste.&lt;br /&gt;
&lt;br /&gt;
Here is a workflow for making plant slurry&lt;br /&gt;
&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'gobs' exist (input: plants) (Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:slurry.jpg|thumb|200px|center|Dripping slurry.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Slurry stored on the floor in food stockpile (not in a barrel/pot) will trigger a Clean job, resulting in the glob being destroyed.{{bug|9884}}  As a work-around, one can use the custom stockpile feature to disable paste from being stored in food stockpiles, and the slurry will remain safely in the quern/millstone until need at a screw press.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Slurry]]&lt;br /&gt;
[[Fr:Pâte à papier (slurry)]]&lt;/div&gt;</summary>
		<author><name>KingReyRoi</name></author>
	</entry>
</feed>