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		<title>Tree</title>
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		<updated>2022-03-23T01:24:25Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
&lt;br /&gt;
[[File:trees_many.jpg|thumb|320px|right|Beautiful, until turned into [[table]]s. Then they're even more beautiful. OTOH, the forgoing being a [[dwarf|dwarven]] [[elf|opinion]]... ]]&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dug-away roots of a tree can spawn twigs and fruits of the tree around them if there's space and grass/cave moss there. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them to be considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; ([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield == &lt;br /&gt;
&lt;br /&gt;
From the time a sapling appears, it takes about 3 years for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach 8 z-levels of height in a decade, not have gone past 5 in three or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly 1 log, while light branches, twigs and (brown) heavy branches will give nothing. The size of embark aboveground trees depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with canopies, so should be cut when wood is needed or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
Mushroom caps of subterranean 'trees' don't contribute to their wood yield, and thus will never yield additional wood past their sprouting.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} down&lt;br /&gt;
  |grow2={{tile|%|7:1}} egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} burr&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood won't be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Laterigrade&amp;diff=258270</id>
		<title>User:Laterigrade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Laterigrade&amp;diff=258270"/>
		<updated>2021-07-03T01:04:54Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: creation of a user-page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I go by lots of different names around the place (Springfleg, Spangled, Requiescant and many others), but I decided on Laterigrade for here. It describes the very sideways, pivoting way of moving that things like crabs have, and I thought that that fit DF quite well in quite a number of ways.&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=238461</id>
		<title>Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=238461"/>
		<updated>2018-11-13T07:03:57Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:38, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{furniture&lt;br /&gt;
|name  = Animal trap&lt;br /&gt;
|tile  = ⌂&lt;br /&gt;
|col   = 6:0:0&lt;br /&gt;
|wood  = yes&lt;br /&gt;
|metal = yes&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- needs more infobox info --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An '''animal trap''' is [[furniture]] used to catch live [[vermin]]. They are created at a [[carpenter's workshop]] with 1 log or a [[metalsmith's forge]] (in the Furniture menu) with 1 bar by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a [[cage]] is required.&lt;br /&gt;
&lt;br /&gt;
Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all items, then {{k|j}} to enable empty animal traps.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
To catch vermin on land, order the task &amp;quot;Capture a Live Land Animal&amp;quot; from a [[kennel]] or [[butcher's shop]] ({{k|q}}-{{k|a}}). A trapper will grab an available animal trap and begin to pursue and capture wild vermin. To [[captured live fish|catch vermin in water]], order the task &amp;quot;Capture a Live Fish&amp;quot; from a [[fishery]] ({{k|q}}-{{k|f}}). A [[fisherdwarf]] will then take a trap and capture an aquatic vermin from a [[activity zone#Fishing zone|fishing zone]] (that has available fish to catch). You may want to put the task in high priority so that fisherdwarves will prioritize the task over regular fishing.&lt;br /&gt;
&lt;br /&gt;
Animal traps can also be [[building|built]] on a tile by going to the {{k|b}}uild menu and pressing {{k|m}}. After the trap is placed, it must be baited with [[fish]], [[meat]], or a [[large gem]] (large gems are useless at the moment). Press {{k|q}} and hover over a placed trap to select its bait type. Press {{k|z}} to deselect the bait. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). A baited animal trap flashes between the trap and bait symbols. When it successfully captures (or fails to capture) a vermin, the game will pause and make an [[announcement]]. A trap with caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.&lt;br /&gt;
&lt;br /&gt;
Make sure to build the trap at an area with available vermin, otherwise the trap will be unable to capture anything. If the bait is left for too long, it will begin to [[rot]], and the building must be removed to prevent miasma.&lt;br /&gt;
&lt;br /&gt;
The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or [[biome]]. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function, and you cannot set baited traps underwater to capture aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby [[garbage dump]], and once dumped will disappear back to the wild. Caught vermin are viewable in the animal [[status]] screen. To tame one, go to a kennel and select {{k|t}}. A dwarf with [[animal training]] enabled will take a trap containing an untamed vermin to the kennel and train it with food. After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.&lt;br /&gt;
&lt;br /&gt;
You can remove a vermin from the trap (thus freeing the trap for reuse) by assigning it to an installed [[cage]]. For [[hateable]] vermin, it is recommended to have an installed cage in a far away place to reduce the chance of passing dwarves getting unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Vermin with {{token|GNAWER|c}} can break free from wooden animal traps. This does not destroy the trap. The game pauses and makes an announcement whenever this happens; if it occurs too often, it is better off getting rid of wooden traps and replacing them with metal ones.&lt;br /&gt;
&lt;br /&gt;
==Success chance==&lt;br /&gt;
There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The [[item quality]] affects the success chance of catching a vermin. To compare, a normal trap has a 50% of failing, while masterwork traps will never fail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Success chance&lt;br /&gt;
|-&lt;br /&gt;
| (none) || 50%&lt;br /&gt;
|-&lt;br /&gt;
| -Well-crafted- || 60%&lt;br /&gt;
|-&lt;br /&gt;
| +Finely-crafted+ || 75%&lt;br /&gt;
|-&lt;br /&gt;
| *Superior quality* || 85%&lt;br /&gt;
|-&lt;br /&gt;
| ≡Exceptional≡ || 95%&lt;br /&gt;
|-&lt;br /&gt;
| ☼Masterful☼ || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Terrarium]] and aquarium – used to put vermin on display. Aquariums are used to store aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = emär ïggal&lt;br /&gt;
| elvish  = fela abola&lt;br /&gt;
| goblin  = slulasp stoslo&lt;br /&gt;
| human   = dik losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sponge&amp;diff=238360</id>
		<title>Sponge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sponge&amp;diff=238360"/>
		<updated>2018-11-05T23:45:23Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 23 September 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Sponges''' are [[aquatic]] [[creature]]s found in every above-ground [[water]] [[biome]] except [[murky pool]]s. They are completely immobile and benign, ignoring any attempts to interact with them save for being occasionally overcome with terror. Sponges cannot survive out of water - if the body of water they inhabit is drained, they will asphyxiate and die. If confronted in melee range, a sponge will defend itself with [[push]] attacks.&lt;br /&gt;
&lt;br /&gt;
While popularly known across the community in older versions of ''Dwarf Fortress'' for its invulnerability due to its lack of a brain and blood (with emphasis given to their [[Giant sponge|giant cousins]]), sponges are exceptionally weak opponents in the current day. They are made out of unique sponge tissue which is especially vulnerable to pulping damage from [[war hammer]]s and [[mace]]s, and slashing weapons such as [[battle axe]]s will easily cleave them asunder in a few blows. While they are nearly as large as a [[dwarf]], a sponge's push attack is unlikely to hurt anything much bigger than a [[dog]]. Sponges cannot be [[butcher]]ed and dwarves cannot naturally enter water, so your fortress is unlikely to have to worry about them beyond your [[hunter]]s occasionally trying to kill one.&lt;br /&gt;
&lt;br /&gt;
Sponges possess a [[pet]] value of 10, but lack the necessary tokens to be [[Animal trainer|trainable]]. The fact they are both water-dwelling and immobile also presents a barrier even if they are modded to be trainable.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] sponges for their ''squishy texture''.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adbok&lt;br /&gt;
| elvish  = meca&lt;br /&gt;
| goblin  = gestrast&lt;br /&gt;
| human   = muma&lt;br /&gt;
}}&lt;br /&gt;
[[File:Aplysina archeri (Stove-pipe Sponge-pink variation).jpg|thumb|center|300px|Admired for its ''squishy texture''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=238023</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=238023"/>
		<updated>2018-10-23T11:16:08Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* High density,single floor, quick housing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts; compared to a high-quality bed, the amount that un-engraved walls would add to a room's value is minimal anyway.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing now due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.&lt;br /&gt;
&lt;br /&gt;
Note that compared to the solid block of 1x1 bedrooms above, the only advantage to a communal dormitory is the ease with which it can be set up - even owning a 1x1 room generates happy thoughts (as opposed to the minor negative one from a dormitory) and take the exact same space.  Therefore, if unhappy thoughts are a concern, you should designate the beds as rooms instead.&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density, single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=238022</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=238022"/>
		<updated>2018-10-23T11:13:15Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Communal dormitory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts; compared to a high-quality bed, the amount that un-engraved walls would add to a room's value is minimal anyway.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing now due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.&lt;br /&gt;
&lt;br /&gt;
Note that compared to the solid block of 1x1 bedrooms above, the only advantage to a communal dormitory is the ease with which it can be set up - even owning a 1x1 room generates happy thoughts (as opposed to the minor negative one from a dormitory) and take the exact same space.  Therefore, if unhappy thoughts are a concern, you should designate the beds as rooms instead.&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=237831</id>
		<title>Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=237831"/>
		<updated>2018-10-16T22:25:29Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Altar of Armok */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:52, 11 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them. They exist primarily as a challenge for experienced players. And remember... no wagering.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode fortress==&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.&lt;br /&gt;
 &lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Alarm clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They'll sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Altar of Armok==&lt;br /&gt;
&lt;br /&gt;
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass &amp;quot;windows.&amp;quot; It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, raising with the amount (and respective difficulty) of bonuses you add.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Guard the altar with a megabeast.&lt;br /&gt;
*Bonus: Cover the altar with blood of a Titan.&lt;br /&gt;
**MegaBonus: Cover the altar with blood of a denizen of the HFS.&lt;br /&gt;
***ArmokBonus: Build the altar in the HFS.&lt;br /&gt;
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.&lt;br /&gt;
*BerserkBonus: Cover the altar in a nausea-inducing extract.&lt;br /&gt;
*BloodBonus: Also cover the altar in an extract inducing slow death.&lt;br /&gt;
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.&lt;br /&gt;
*SacrificialBonus: Sacrifice a dwarf to the altar every day.&lt;br /&gt;
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.&lt;br /&gt;
**HistorySacrificialBonus: Sacrifice a human to the altar every day&lt;br /&gt;
***MegaArmokBonus: Sacrifice all three species to the altar every day!&lt;br /&gt;
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&amp;lt;br /&amp;gt; Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Archaeological excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A Museum detailing the lives of those early dwarves.&lt;br /&gt;
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.&lt;br /&gt;
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.&lt;br /&gt;
*FunBonus: Breach the HFS.&lt;br /&gt;
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.&lt;br /&gt;
&lt;br /&gt;
==Artificial waterfall==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==Ballista battery==&lt;br /&gt;
{{main|Ballista}}&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bastion==&lt;br /&gt;
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!&lt;br /&gt;
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.&lt;br /&gt;
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.&lt;br /&gt;
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Bathtub==&lt;br /&gt;
Stop dwarves from hauling in tons of exotic, poisonous sludge into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low in most cases. High in some evil areas.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.&lt;br /&gt;
* MegaDwarfBonus: Clean it with magma.&lt;br /&gt;
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.&lt;br /&gt;
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.&lt;br /&gt;
&lt;br /&gt;
==Boat==&lt;br /&gt;
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.&lt;br /&gt;
&lt;br /&gt;
Note: You'll probably want to limit your saves to the colder months.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Have the dwarves live on the boat.&lt;br /&gt;
* MegaDwarfBonus: Make miscreants/nobles walk the plank.&lt;br /&gt;
* *MegaDwarfBonus*: Bury your treasure on shore.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Have pet [[kea]] for each of your dwarves.&lt;br /&gt;
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.&lt;br /&gt;
&lt;br /&gt;
==Bolt splitting operation==&lt;br /&gt;
One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++[#05F]☻∙+++++++++&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (pitted from the z-level above).&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '&amp;lt;' and '&amp;gt;' to go through different z-levels)&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=0&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]&amp;lt;[%204][%185][#5:1]g[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 01  &lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=1&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]X[%204][%185][#7:1]O[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 02 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=2&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%205][%187]  &lt;br /&gt;
  [%186]X+[#3:1]/[#7:0].[%186]  &lt;br /&gt;
  [%200][%205][%205][%205][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 03 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=3&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187]+  &lt;br /&gt;
  [%186]X[%186].[%186]+  &lt;br /&gt;
  [%200][%205][%202][%205][%188]+  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 04 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=4&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187].  &lt;br /&gt;
  [%186]X[%186].[%186].  &lt;br /&gt;
  [%200][%205][%202][%205][%188].  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 05 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=5&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%187]   &lt;br /&gt;
  [%186]&amp;gt;+[#6:1]@[#7:0][%186]   &lt;br /&gt;
  [%200][%205][%205][%205][%188]   &lt;br /&gt;
 &lt;br /&gt;
    06 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarfs from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build a [[repeater]] to open and close the doors automatically.&lt;br /&gt;
&lt;br /&gt;
==Break the dam (release the river!)==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that raises under its victims' feet, flinging enemies away. &lt;br /&gt;
&lt;br /&gt;
Bridges don't fling creatures in any specific direction, apart from &amp;quot;up&amp;quot;. So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
===Cat-a-pult===&lt;br /&gt;
Essentially a Bridge-a-pult, with specific ammo.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Very easy, given that you have live cats in your fortress.&lt;br /&gt;
&lt;br /&gt;
==Corpse processing facility==&lt;br /&gt;
WARNING:The system can freely jam on any body parts besides hands and heads without killing undead.&lt;br /&gt;
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. &lt;br /&gt;
&lt;br /&gt;
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.&lt;br /&gt;
&lt;br /&gt;
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.&lt;br /&gt;
&lt;br /&gt;
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on &amp;quot;accept from links only&amp;quot; so your dwarves only haul out the bones and not the trash.&lt;br /&gt;
&lt;br /&gt;
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with &amp;quot;door taken by intruder&amp;quot; and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).&lt;br /&gt;
&lt;br /&gt;
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).&lt;br /&gt;
&lt;br /&gt;
NOTE: necromancer siege's corpses now drop clothes and gear.&lt;br /&gt;
&lt;br /&gt;
==Crocodile farm==&lt;br /&gt;
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.&lt;br /&gt;
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!&lt;br /&gt;
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.&lt;br /&gt;
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers. &lt;br /&gt;
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.&lt;br /&gt;
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.&lt;br /&gt;
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.&lt;br /&gt;
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
{{main|Dam}}&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==Danger room==&lt;br /&gt;
{{main|Danger room}}&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low.  While this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself. &lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.&lt;br /&gt;
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.&lt;br /&gt;
*ArmokBonus: Combine this with danger room.&lt;br /&gt;
&lt;br /&gt;
==Doberman bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to high, depending on the animal you use&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to very high, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus: Train the dogs inside as war dogs&lt;br /&gt;
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed&lt;br /&gt;
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. &lt;br /&gt;
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].&lt;br /&gt;
&lt;br /&gt;
==Drophole==&lt;br /&gt;
Imagine an execution tower, for rocks and pants.  It's nothing but a very deep 1x1 up-down staircase for express service to the depths.  Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds, there's always snags along the way.  Surprise caverns can cost you miners and tools.  Hitting water can be vexing.  Dumping and reclaiming things can be a chore.  It may serve as an unintended highway for Fun of any liquid or airborne variety&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it.  You can use this to transfer items between burrows.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.&lt;br /&gt;
&lt;br /&gt;
==Drowning chamber==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Edit the raws and do both.&lt;br /&gt;
&lt;br /&gt;
==Dwarfputer complex==&lt;br /&gt;
{{main|Computing}}&lt;br /&gt;
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.&lt;br /&gt;
*Bonus: Use lava.&lt;br /&gt;
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.&lt;br /&gt;
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.&lt;br /&gt;
&lt;br /&gt;
==Dwarven apartment complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)&lt;br /&gt;
&lt;br /&gt;
==Dwarven courtyards== &lt;br /&gt;
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).&lt;br /&gt;
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)&lt;br /&gt;
&lt;br /&gt;
==Dwarven disco ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
*UltraDwarfBonus: Caged &amp;quot;[[Elf|dancers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven labor camp (aka Dwalag)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
*Bonus: Go into the raws and rename the beverage of your choice to &amp;quot;Dwarven Vodka&amp;quot;, and drink to the glory of the Motherland!&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.&lt;br /&gt;
&lt;br /&gt;
Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door. &lt;br /&gt;
&lt;br /&gt;
Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!&lt;br /&gt;
&lt;br /&gt;
==Dwarven machine gun==&lt;br /&gt;
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Automatically reload minecarts with [[magma]].&lt;br /&gt;
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.&lt;br /&gt;
&lt;br /&gt;
==Emergency destruct stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower bunker==&lt;br /&gt;
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot if line-of-sight access is available.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.&lt;br /&gt;
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.&lt;br /&gt;
&lt;br /&gt;
==Flood the world==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
*MegaArmokBonus: Mod the game and do both.&lt;br /&gt;
&lt;br /&gt;
==Gladiator arena==&lt;br /&gt;
{{main|Live training}}&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. Keep in mind that you can't actually make your dwarves &amp;quot;watch&amp;quot; the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
*Bonus: Losers get incinerated by Magma. &lt;br /&gt;
*DwarfBonus: Winners also get incinerated by Magma.&lt;br /&gt;
*MegaDwarfBonus: Use your arena as a &amp;quot;trial by fire&amp;quot; for migrants.&lt;br /&gt;
&lt;br /&gt;
==Grazer reanimation facility==&lt;br /&gt;
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting &amp;lt;s&amp;gt;killed&amp;lt;/s&amp;gt; caught instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You always get some grazing animals to start with.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you &amp;lt;s&amp;gt;bought&amp;lt;/s&amp;gt; seized from elves.&lt;br /&gt;
** MegaDwarfBonus: Use [[giant elephant]]s.&lt;br /&gt;
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort. &lt;br /&gt;
* MenagerieBonus: Create a zoo using only undead grazers.&lt;br /&gt;
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.&lt;br /&gt;
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.&lt;br /&gt;
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].&lt;br /&gt;
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.&lt;br /&gt;
***** !FreedomBonus!: Release the champion into your fort. &lt;br /&gt;
* HolyGrailBonus: Use white [[bunny|bunnies]].&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
**DwarfBonus: Utilize [[obsidian|volcanic glass]].&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[main:armok|Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Cover it with blood.&lt;br /&gt;
* MegaDwarfBonus: Make it hollow and fill it with Magma&lt;br /&gt;
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.&lt;br /&gt;
&lt;br /&gt;
==Human Fortress==&lt;br /&gt;
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' N/A. (No cave adaptation)&lt;br /&gt;
&lt;br /&gt;
*Bonus: Pave the roads between houses.&lt;br /&gt;
*HumanBonus: Dig a moat around your castle.&lt;br /&gt;
*MegaHumanBonus: Fill the moat with lava.&lt;br /&gt;
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.&lt;br /&gt;
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.&lt;br /&gt;
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.&lt;br /&gt;
*WhereTheBeardedLadiesAtBonus: Enforce as many &amp;lt;s&amp;gt;pointless&amp;lt;/s&amp;gt; quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populus, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
* BabelBonus: Use [[DFHack]]'s &amp;lt;code&amp;gt;infiniteSky&amp;lt;/code&amp;gt; and build to the heaven itself.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*Bonus: Drop the vessel into a deep cavern&lt;br /&gt;
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.&lt;br /&gt;
*VampireBonus: Send a vampire with the crew!&lt;br /&gt;
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!&lt;br /&gt;
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.&lt;br /&gt;
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!&lt;br /&gt;
**OhMyF****ingArmokBonus: Send supplies every year!&lt;br /&gt;
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) &lt;br /&gt;
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!&lt;br /&gt;
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!&lt;br /&gt;
&lt;br /&gt;
==Single-lever emergency lockdown (LEL)==&lt;br /&gt;
&lt;br /&gt;
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build the same number of bridges (that raise!) as your stairway is tall on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.&lt;br /&gt;
&lt;br /&gt;
3*3 stairwell setup:&lt;br /&gt;
&lt;br /&gt;
{{diagram|1=&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
[#6ff]╥XXX[#6ff]╥&lt;br /&gt;
[#6ff]║XXX[#6ff]║&lt;br /&gt;
[#6ff]╨XXX[#6ff]╨&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).&lt;br /&gt;
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)&lt;br /&gt;
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.&lt;br /&gt;
*MegaArmokEntombmentEXTREME+Bonus: &amp;quot;Forget&amp;quot; to pull the lockdown lever before you pull lever number 2.&lt;br /&gt;
*MegaArmokEntombment&amp;lt;s&amp;gt;'''Bait&amp;amp;Switch'''&amp;lt;/s&amp;gt;Diplomatic+Bonus: Set the highest level up on another switch, with a particularly &amp;lt;s&amp;gt;'''demanding and annoying noble'''&amp;lt;/s&amp;gt; skilled diplomatic representative is waiting at the very bottom to &amp;lt;s&amp;gt;'''lure'''&amp;lt;/s&amp;gt; invite them all down for a nice meal on &amp;lt;s&amp;gt;'''his flesh'''&amp;lt;/s&amp;gt; the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand &amp;lt;s&amp;gt;'''sacrificial defense'''&amp;lt;/s&amp;gt; grand diplomatic skills to be immortalized in volcanic glass!!!&lt;br /&gt;
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, only the highest of quality (and value) memorial slabs.&lt;br /&gt;
&lt;br /&gt;
==Magma Lock System==&lt;br /&gt;
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.&lt;br /&gt;
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.&lt;br /&gt;
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Filodorima: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Magma chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma cannon==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Put the coffin at least 20 floors down.&lt;br /&gt;
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma sea colony==&lt;br /&gt;
&lt;br /&gt;
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.&lt;br /&gt;
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Magma&amp;lt;/s&amp;gt; Lava sprinkler==&lt;br /&gt;
Build a twisting &amp;lt;s&amp;gt;magma&amp;lt;/s&amp;gt; lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.&lt;br /&gt;
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.&lt;br /&gt;
&lt;br /&gt;
==Mass cage recycling system==&lt;br /&gt;
{{main|Mass pitting}}&lt;br /&gt;
Build a [[mass pitting]] system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
*ConcentrationCampBonus: Combine with Pit of Doom below.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water drowning trap-thing==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental statue==&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.&lt;br /&gt;
**UberTombBonus: Use the statue as a tomb and put their coffins in it.&lt;br /&gt;
*Dwarfbonus: Give the statue magma eyes.&lt;br /&gt;
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Moses effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.&lt;br /&gt;
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.&lt;br /&gt;
&lt;br /&gt;
==Never-ending shower==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!&lt;br /&gt;
&lt;br /&gt;
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use an aquifer to get clean water AND drain dirty water.&lt;br /&gt;
*Bonus: Use levers to control the NES.&lt;br /&gt;
*SuperBonus: Make it work as a trap!&lt;br /&gt;
*SuperDuperBonus: Make it work as a trap AND as a recovery system!&lt;br /&gt;
*ArmokBonus: Make it so that magma can be poured down, too!&lt;br /&gt;
&lt;br /&gt;
==Obsidian factory==&lt;br /&gt;
{{main|Obsidian farming}}&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.&lt;br /&gt;
&lt;br /&gt;
==Pit o' doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].&lt;br /&gt;
&lt;br /&gt;
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.&lt;br /&gt;
&lt;br /&gt;
==Pixel art stockpiles==&lt;br /&gt;
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set &amp;quot;max bins&amp;quot; to 0 on all the stockpiles so you can actually see the items!&lt;br /&gt;
&lt;br /&gt;
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
==Pressure washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Redesign the fortress==&lt;br /&gt;
And when we says &amp;quot;redesign&amp;quot;, we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Varies depending on the size of the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies depending on how you carry it out, a. k. a. the efficiency of the new organization.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Spike a goblin on every trap!&lt;br /&gt;
* Megabonus: Spike traders who annoy you on the traps!&lt;br /&gt;
&lt;br /&gt;
==Roof of the world==&lt;br /&gt;
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Sectorized world==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self-contained vampire-based factory==&lt;br /&gt;
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many green glass blocks you plan on using.&lt;br /&gt;
&lt;br /&gt;
==Sapient zoo==&lt;br /&gt;
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature&lt;br /&gt;
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
*Bonus: include a berserk dwarf in cage&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy for some, Hard for others&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''' None really, a place for dwarves to throw a [[party]]&lt;br /&gt;
&lt;br /&gt;
==Self destruct lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].&lt;br /&gt;
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.&lt;br /&gt;
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.&lt;br /&gt;
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.&lt;br /&gt;
*ExtraFunBonus: do as may of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.&lt;br /&gt;
&lt;br /&gt;
==Shark catcher==&lt;br /&gt;
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).&lt;br /&gt;
&lt;br /&gt;
==Silk farming==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.&lt;br /&gt;
&lt;br /&gt;
==Steamed vegetables==&lt;br /&gt;
Make a pot and drop &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; vegetables in from about three levels up. This makes it so the vegetables do not &amp;lt;s&amp;gt;run&amp;lt;/s&amp;gt; get overcooked. Proceed to bask the vegetables in [[steam]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium. Can be annoying to boil some water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Great way to make friends with the merchants.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Add &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; seasoning.&lt;br /&gt;
*ArmokDoubleBonus: Use [[magma mist]].&lt;br /&gt;
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].&lt;br /&gt;
&lt;br /&gt;
==Swimming pool==&lt;br /&gt;
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Swimming track==&lt;br /&gt;
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
A [[minecart]] ride that trains [[swimming]] safely and automatically.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.&lt;br /&gt;
&lt;br /&gt;
==Underground forest==&lt;br /&gt;
{{main|Tree farming}}&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground perpetual motion Power plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. artificial intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. &lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&lt;br /&gt;
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&lt;br /&gt;
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology&lt;br /&gt;
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''&lt;br /&gt;
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&lt;br /&gt;
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&lt;br /&gt;
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers&lt;br /&gt;
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&lt;br /&gt;
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&lt;br /&gt;
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement&lt;br /&gt;
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&lt;br /&gt;
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves&lt;br /&gt;
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd &amp;quot;feeding chamber&amp;quot; where you assign an unfortunate victim to sleep whenever the vampire gets hungry.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
Also known by several product names:&lt;br /&gt;
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes&lt;br /&gt;
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping&lt;br /&gt;
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]&lt;br /&gt;
&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....&lt;br /&gt;
&lt;br /&gt;
==Water tower==&lt;br /&gt;
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize vampires (who can't drown).&lt;br /&gt;
*MegaDwarfBonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.&lt;br /&gt;
&lt;br /&gt;
==Werewolf clock==&lt;br /&gt;
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Make the werewolf do most of the work himself.&lt;br /&gt;
&lt;br /&gt;
==Zombie thunderdome==&lt;br /&gt;
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.&lt;br /&gt;
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.&lt;br /&gt;
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.&lt;br /&gt;
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].&lt;br /&gt;
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.&lt;br /&gt;
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.&lt;br /&gt;
&lt;br /&gt;
==Zombie shooting gallery==&lt;br /&gt;
&lt;br /&gt;
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
[[ru:Stupid dwarf trick]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Party&amp;diff=237823</id>
		<title>DF2014:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Party&amp;diff=237823"/>
		<updated>2018-10-16T09:21:35Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Party Reduction &amp;amp; Prevention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
If you had a [[meeting hall]] designated from a [[table]] ([[dining room]]), a [[cage]] (&amp;quot;[[zoo]]&amp;quot;), a [[well]], a [[statue]] ([[sculpture garden]]), or a [[memorial]] ([[memorial hall]]) dwarves would throw '''parties''' there and many of your precious productive workers would now display the status '''Attending Party.''' Partying dwarves would get happy [[thought]]s from admiring [[furniture]] and [[building]]s, [[preference|favorite]] caged animals, [[waterfall]]s, etc. in your meeting hall, and from making [[friend]]s and talking to them. They would  also slowly develop [[social skill]]s. However, parties slowed down your fortress's work as your dwarves relaxed in the meeting hall (sometimes for more than a [[season]]).&lt;br /&gt;
&lt;br /&gt;
How often a dwarf would choose to attend a party was based on an internal [[syndrome]] counter named [[syndrome#counter_triggers|PARTIED_OUT]]. Dwarves should be expected to attend a party at least once every three months. Oddly, dwarves usually canceled party attendance to get [[food|eat]] or [[alcohol|drink]]. Dwarves would also go [[On break|On Break]] from a party, even if that meant hanging out in the same meeting hall, talking to the same people.&lt;br /&gt;
&lt;br /&gt;
Parties could be canceled by &amp;quot;free&amp;quot;ing the room where they took place via {{k|q}} {{k|f}}. Turning off the room's status as a meeting hall (with {{k|q}} {{k|h}}) would not disperse a party. Recreating the room would not restart the party, although a new party could be immediately started at the meeting hall by another dwarf.&lt;br /&gt;
&lt;br /&gt;
Each eligible room could have its own party going. With multiple overlapping rooms (like several tables in a dining room set to the same area), each could have its own party. If you freed the room a particular party started in, the dwarves attending that party would stop partying, but those partying from other rooms (even in the same space) would keep going. If you were going to overlap rooms that could have parties, it could be best to make each room-designated construction from a different material, so you could free the correct party to get an important dwarf to go back to work.&lt;br /&gt;
&lt;br /&gt;
Parties have been removed as of [[DF2014:Release information/0.42.01|version 0.42.01]], replaced by socialization which takes place in [[tavern]]s, [[Library|libraries]] and [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
==Party Reduction &amp;amp; Prevention==&lt;br /&gt;
[[File:Attend_party.png|right|thumb|Dwarves with the right priorities]]&lt;br /&gt;
[[personality trait|Less-social]] dwarves seemed to be less likely to throw parties, and less likely to make friends to invite them. [[Stress|Stressed]] dwarves also seemed to be less likely to throw and attend parties. Thus antisocial and unhappy dwarves were at a lower risk to stop important [[labor]]s to party.&lt;br /&gt;
&lt;br /&gt;
Dwarves did not throw parties at meeting halls designated by [[Activity zone|zone]]s. If all your meeting halls were of this type, your dwarves wouldn't party.&lt;br /&gt;
&lt;br /&gt;
Dwarves would cancel the &amp;quot;Attend Party&amp;quot; status if the meeting hall was not within their assigned burrow. This could lead to large amounts of cancellation spam.&lt;br /&gt;
&lt;br /&gt;
== Party Timing ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is a noticed trend that whenever something really important needs to be constructed lest doom fall upon the entire fortress, every dwarf capable of working will instead decide to throw a random and boring party where no one even plays 'pin-the-tail on the hoary marmot.'  These parties tend to serve no purpose at all, besides wasting roughly a month of everyone's time, even if the whole fortress is starving to death.  Dwarves are well known for being less than capable of prioritizing their time, but parties are above and beyond the most flagrant display of this cognitive disconnect.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moon_snail_man&amp;diff=237806</id>
		<title>Moon snail man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moon_snail_man&amp;diff=237806"/>
		<updated>2018-10-13T04:22:09Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:02, 22 July 2018 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Moon snail men''' are [[animal people]] variants of the common [[moon snail]] who can inhabit [[savage]] [[temperate]] [[ocean]]s. They spawn in groups of 1 to 3 individuals and are generally content to keep to themselves, and may not encounter your fortress at all due to being purely aquatic. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, moon snail men can join [[civilization]]s, become historical figures, appear as [[visitor]]s and be playable in [[adventurer mode]]. However, due to not being able to breathe on land, this rarely, if ever occurs.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] moon snail men for their ''predatory nature'' and their ''striking coloration''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ïlon nasod udos | elvish = anaye limi onino | goblin = zusla snuslû ngorûg | human = oku copgur abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legends&amp;diff=237789</id>
		<title>Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legends&amp;diff=237789"/>
		<updated>2018-10-10T22:36:41Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Legends viewing tools and visualisers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional|06:48, 6 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated [[World generation|world]]. You cannot start Legends mode (or [[Dwarf fortress mode|Fortress]] or [[Adventurer mode|Adventurer]] mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing [[coins]] or items with images, or by visiting abandoned [[fortress]]es and viewing the [[engraving|engraved]] tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
==Legends information==&lt;br /&gt;
&lt;br /&gt;
=== Number of Events Undiscovered ===&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
=== Historical Figures ===&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on [[megabeast]]s, [[forgotten beast]]s, [[demon]]s, gods, [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s, and named [[creature]]s.&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
The number to the right indicates how many [[site]]s have existed throughout this world's history. [[Site]]s include things like [[town]]s, [[Tower (necromancy)|tower]]s, [[fortress]]es, forest retreats, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations and Entities ===&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns, temples and more can all be found in this list.  &lt;br /&gt;
Temples are the central location of religions, and can be 'profaned' by historical figures, though it is not explained what this involves.&lt;br /&gt;
&lt;br /&gt;
=== Historical Map ===&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who were destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
=== The Age of... ===&lt;br /&gt;
During world generation, the [[Calendar#Ages|Ages]] are named for the greatest powers extant in the world. Ages commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans) due to the death of megabeasts, and they sometimes even regress due to the creation of [[night creature]]s and the birth of new [[megabeast]]s. When you choose to look at the history of an [[Calendar#Ages|Age]], you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of [[megabeast]]s amongst the [[peasant]]s.  See [[Calendar#Ages|here]] for a list of ages and their conditions.&lt;br /&gt;
&lt;br /&gt;
==Exporting information from Legends Mode==&lt;br /&gt;
&lt;br /&gt;
Legends mode has built-in tools to export lists of events, maps at various scales, and data such as locations of sites.  This is particularly useful as input data for the utilities described below; there are even tools to make this export process easier.  &lt;br /&gt;
&lt;br /&gt;
=== XML dump ===&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history but it contains many of the important ones. Be warned that a large world with a thousand years of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Press {{k|x}} while in Legends mode to produce an XML dump (it will be placed in the root Dwarf Fortress directory and named the same as your game's save folder) See [[Main:XML dump|XML dump]] for information on the XML file's format.&lt;br /&gt;
&lt;br /&gt;
=== Export Map/Gen Information===&lt;br /&gt;
Another option is to export the map/gen information by pressing {{k|p}} in Legends mode. This produces three .txt files and one bitmap image that are placed in the root directory of Dwarf Fortress.  The exported data files are named by the save file name, and the current world date:&lt;br /&gt;
# (save name)-world_gen_param.txt - contains the world generation settings. &lt;br /&gt;
# [[World History file|(save name)-(year)-(month)-(day)-world_history.txt]] - Includes some information about the deities, and rulers of the Human, Dwarven, Elven, and Goblin civilizations. &lt;br /&gt;
# [[World Sites file|(save name)-(year)-(month)-(day)-world_sites_and_pops.txt]]  - Lists the sites' population, owner, parent civilization and warlord. This one will also list all the animal populations above and below ground including demons.&lt;br /&gt;
# (save name)-(year)-(month)-(day)-world_map.bmp  - This is the full world map as it is shown on the embark screen, and unlike the detailed maps below will depend on the tileset and colour scheme you have installed.&lt;br /&gt;
&lt;br /&gt;
=== Export Detailed Maps ===&lt;br /&gt;
Pressing {{k|d}} in Legends mode reveals a list of the different kinds map you can export. The Images are exported to the root directory when you highlight the one you want and pressing {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
*'''Standard biome+site map&lt;br /&gt;
*[[Advanced_world_generation#Elevation|Elevations]] incl. lake and ocean floors&lt;br /&gt;
*[[Advanced_world_generation#Elevation|Elevations]] respecting water level&lt;br /&gt;
*[[Advanced_world_generation#Temperature|Temperature]]&lt;br /&gt;
*[[Advanced_world_generation#Rainfall|Rainfall]]&lt;br /&gt;
*[[Advanced_world_generation#Drainage|Drainage]]&lt;br /&gt;
*[[Advanced_world_generation#Savagery|Savagery]]&lt;br /&gt;
*[[Advanced_world_generation#Volcanism|Volcanism]]&lt;br /&gt;
*[[Vegetation|Current vegetation]]&lt;br /&gt;
*[[Evil]]&lt;br /&gt;
*[[Water|Salinity]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Standard biome and site map.png|Biome &amp;amp; site map&lt;br /&gt;
Image:World_graphic-el-region5-203-10075.PNG|Elevation incl. lake and ocean floors&lt;br /&gt;
Image:World_graphic-elw-region5-203-10075.PNG|Elevation respecting water level&lt;br /&gt;
Image:World graphic-tmp-region5-203-10075.PNG|Temperature&lt;br /&gt;
Image:World_graphic-rain-region5-203-10075.PNG|Rainfall&lt;br /&gt;
Image:World_graphic-drn-region5-203-10075.PNG|Drainage&lt;br /&gt;
Image:World_graphic-sav-region5-203-10075.PNG|Savagery&lt;br /&gt;
Image:World_graphic-vol-region5-203-10075.PNG|Volcanism&lt;br /&gt;
Image:World_graphic-veg-region5-203-10075.PNG|Current vegetation&lt;br /&gt;
Image:World_graphic-evil-region5-203-10075.PNG|Evil&lt;br /&gt;
Image:World_graphic-sal-region5-203-10075.PNG|Salinity&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legends Utilities==&lt;br /&gt;
&lt;br /&gt;
There are many [[utilities]] that work with the data exported from Legends mode, or made exporting that info easier.  &lt;br /&gt;
&lt;br /&gt;
===Export tools===&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7696 The dfhack script 'exportmaps'] will export all detailed maps, saving a lot of time on large worlds compared to exporting them individually and waiting for each to finish.  [https://github.com/PeridexisErrant/dfhack/blob/master/scripts/exportlegends.lua exportlegends] likewise exports all detailed maps, as well as their worldgen info and legends XML.  &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=131307 Export processing script] can automate processing of Legends information, and is included in the Windows [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]]. If GIMP is installed, the script will use Dwarf Map Maker (see below); optipng can be used to compress the images from bitmaps to .png files. This tool also removes non-printing ASCII characters from the XML dump that can crash Legends Viewer (usually caused by DFHack's workflow), and creates a compressed folder for each region suitable for Legends Viewer (or simply compresses the XML if some parts have not been exported).&lt;br /&gt;
&lt;br /&gt;
===Legends viewing tools and visualisers===&lt;br /&gt;
&lt;br /&gt;
The most famous is likely [[Utilities#Legends_Viewer|Legends Viewer]], an alternative interface that recreates legends mode from exported data with many more features such as graphs, filtering, sorting, and hyperlinks.  There are alternative tools with similar functionality, including World Viewer and an [https://github.com/crayZsaaron/df-legends-reader in-progress cross platform version] based on Python.   &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 The Dwarf Map Maker] is available as a GIMP script (free software) or a photoshop actionscript.  Both use the detailed maps to produce a pretty fantasy map that looks somewhat like a satellite image.  The GIMP script is called as part of PeridexisErrant's legends processing script, if the dependencies are present.  &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath | elvish = liceva | goblin = olzul | human = en}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=237694</id>
		<title>Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=237694"/>
		<updated>2018-10-04T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Obtaining food and drink */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:43, 11 May 2015 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction instead.&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode for various reasons, such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game, it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
It is advisable not to stop the world generation until the game stops it automatically. This would normally be at 125 years with the Short world history option.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
&lt;br /&gt;
=== Race and civilization===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Humans and Human-sized characters beginning in Human civilizations are the easiest to fully equip.'''}}&lt;br /&gt;
&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All major races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze, iron, or silver weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armour). They also start with the widest variety of weapon skills. Human settlements are by far the easiest to acquire beginning goods and supplies in.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out with only a copper spear and dagger, no clothing. If starting in a human settlement their poverty quickly becomes moot, as they benefit from available goods as easily as any other race.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once and possess perfect vision in low light conditions, which is extremely useful at night and for exploring subterranean sites. They are the only race which can start with steel weapons. Dwarves can equip equipment sized for goblins and elves but are unable to wear human-sized clothing and armour. Their best starting sources for armour and weapons are in a fortress market or warehouse. Good quality leather clothing can be found by rummaging dwarven apartments in fortresses and residences in hillocks. Better equipment can later be found on veteran soldiers and fortress guards, possibly in dark fortresses, and in bandit camps close to these sites.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons, no metal armour, and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural gait speeds, and higher average Agility to grant them greater starting speed. Elves from elven civilizations are also at peace with the wilderness and will never be attacked by wild animals. They can wear clothing sized for dwarves or goblins. Elves starting in a forest retreat may have to travel to neighbouring civilizations to acquire suitable gear, as their own civilization usually lacks anything better than wooden armour.&lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' are an option to play as, if they come from a non-goblin civilization, which in most cases, is a human civilization. It is recommended to start in a dwarven site if possible so that fitting armour is easier to find. Goblins do not need to eat or drink, have slightly better vision in darkness than humans, and have higher average Endurance and Willpower which allows them to withstand more damage during combat before they pass out. Despite being a fellow goblin, you will still get attacked in dark pits and dark fortresses by members of the goblin civilization.&lt;br /&gt;
&lt;br /&gt;
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} are various [[animal people]] and other [[Gorlak|sentient]] [[Plump helmet man|creatures]] who have joined a major civilization in world history. Anthropomorphic creatures acquire many of the physical traits from their base creatures, from material layers (fur, scales, shells, etc.) to appendages (hooves, horns, claws, wings, more than two arms). Some traits are obviously beneficial (flight, natural climbing talent, immense mass to shake off wrestling holds), while others are detrimental (aquatic, carnivorous diet, inability to jump, swim, climb or even speak). Nearly all creatures capable of swimming [[Creature token#SWIMS_INNATE|naturally know how to do so]], which obviates the need for the Swimming skill; notable exceptions include most bug men, who can't swim at all. All these factors make certain species more or less advantageous than the major races. On the other hand, some can be game-breakingly powerful starter characters (e.g. [[elephant man]]). It's best to study the creature's raws in order to make an informed choice, which you may prefer to put off until getting some experience with the game.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''A Demigod begins with the greatest potential survivability.'''}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier to survive combat you may want to pick &amp;quot;Demigod&amp;quot;. If you chose to focus on non-combat abilities, a Demigod has the points to augment physical hardiness and have plenty left over for a versatile spread of skills and attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
The ranking descriptions of Attributes are based on your racial averages, which for humans and Animal People are all 1000. All of these can be increased over the course of adventuring, though some have fewer opportunities to increase (and some opportunities are unimplemented.) Maximum Attributes will be 1000 plus your starting value for Average or lower initial values, and double your initial value for Attributes higher than Average.&lt;br /&gt;
==== Physical attributes ====&lt;br /&gt;
{|&lt;br /&gt;
!Attribute!!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength''' ||Damage dealt, encumbrance limits, and mass, which increases total blood but slows Gaits.&lt;br /&gt;
|-&lt;br /&gt;
|'''Agility''' ||Speed in Gaits and combat actions, all defensive and ranged skills, Stealth, and to a lesser extent all weapon and movement skills.&lt;br /&gt;
|-&lt;br /&gt;
|'''Toughness''' ||Base durability of tissue layers, reduces penetration along with armor, and the probability of getting knocked unconscious or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|'''Endurance''' ||Rate at which exhaustion is reduced, which is incurred by every physical action and many passive, and total blood supply.&lt;br /&gt;
|-&lt;br /&gt;
|'''Recuperation''' ||Rate at which lost blood is restored, recovery from Bleeding and Winded conditions. &lt;br /&gt;
|-&lt;br /&gt;
|'''Disease Resistance''' ||Resistance to syndromes, curses from vampire blood or a werebeast bite, resistance to infections and rate at which infection spreads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mental attributes====&lt;br /&gt;
{|&lt;br /&gt;
!Attribute!!Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Adventurer-Oriented&lt;br /&gt;
|-&lt;br /&gt;
|'''Analytical Ability'''||important for Tracking, useful for Knapping&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus'''||all ranged attacks, Observation&lt;br /&gt;
|-&lt;br /&gt;
|'''Willpower'''||Fighter and Swimmer skills, resistance to pain and unconsciousness, rate of recovery from unconsciousness&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''||Most important for Observation, also used in Social interactions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spatial Sense'''||All combat skills, Ambusher and Observer, Knapping, Swimming, Crutch-Walking&lt;br /&gt;
|-&lt;br /&gt;
|'''Kinesthetic Sense'''||All movement skills, most combat skills&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Social&lt;br /&gt;
|-&lt;br /&gt;
|'''Linguistic Ability'''||All social and literary skills. Good Speaking ability makes others enjoy your company, and more likely to trust you &lt;br /&gt;
|-&lt;br /&gt;
|'''Empathy'''||As with Speaking, others enjoy their company more and are likely to trust a character they can relate to.&lt;br /&gt;
|-&lt;br /&gt;
|'''Social Awareness'''||Determines number of companions willing to join, applied to other Social actions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* High '''Agility''' - no less than 1:1 ratio with strength, see below, '''Toughness''','''Endurance'''&lt;br /&gt;
* Above Average '''Focus''', '''Willpower''', '''Intuition'''&lt;br /&gt;
* High '''Spatial Sense'''&lt;br /&gt;
* High '''Kinesthetic Sense'''&lt;br /&gt;
&lt;br /&gt;
These are the most frequently employed attributes for combat. The suggested amounts may be further increased by reducing other, less combat-oriented, attributes, but this naturally narrows the character's competency in combat-oriented actions in exchange for increased might and durability.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speed is an advantage and necessity in combat, which is reliant directly on '''Agility''' and indirectly on '''Strength'''. A higher starting Strength increases encumbrance limits, so you can carry more and wear heavier armor without reducing your speed. With higher '''Strength''' comes higher mass, which can nibble away at the advantages granted by higher '''Agility'''. For optimal speed potential, '''Agility''' must be in equal or higher proportion to '''Strength'''. '''Endurance''' in good proportion enables you to sustain your high speed activity and makes up for the additional blood that Strength could supply.&lt;br /&gt;
&lt;br /&gt;
The value of '''Social Awareness''' varies by physical attributes. A Peasant of average or lower physical ability benefits greatly per companion -- strength in numbers.  But a Demigod combat monster gains very little benefit per companion -- at best they serve as a decoy, so you may as well issue them a red shirt and draft their Living Will upon recruitment.&lt;br /&gt;
&lt;br /&gt;
For the purpose of a quick start, the remaining skills ('''Creativity''', '''Patience''', '''Memory''', and '''Musicality''') are self-explanatory, but you can only learn what value they are to you by playing and exploring the game. These don't contribute anything to survivability, but they can add fun to the downtime. &lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. &lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute]]s for more information. [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also hint at how each Attribute is applied.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
Starting Skill selection is dependent on your character's civilization. Starting Skill rating doesn't influence potential maximum Skill because there is no maximum. The highest rating description is &amp;quot;Legendary&amp;quot;, but your Skill rating can develop to many times over that.&lt;br /&gt;
&lt;br /&gt;
All Skills can be developed in adventuring, even from no skill (with a few exceptions such as Reading.) But some are so necessary to success that you may fail unless you get a head start in their advancement. &lt;br /&gt;
&lt;br /&gt;
Defensive skills ('''Dodger''', '''Shield User''' and '''Armor User''') are absolutely critical to survival. '''Dodger''' enables you to sidestep unblockable attacks and charges, and to passively evade unforeseen attacks (though that presents its own danger in certain terrains.) '''Shield User''' improves the rate of passive blocking, and reduces the exhaustion from active and passive blocking. '''Armor User''' reduces the encumbrance value of worn equipment to as low as 0 and reduces the penetration of attacks striking the layers of your armour. &lt;br /&gt;
&lt;br /&gt;
Make no mistake: '''Observer''' ''is a defensive skill.'' In the beginning, your defensive skills will not serve you as well as learning to anticipate your opponent's attacks and acting accordingly. When you can identify if your opponent is off-guard or open to a good chance of attack, you can strike selectively, and without exhausting your energy before you can finish the fight. Striking futilely until you reach exhaustion will leave you as vulnerable as you could possibly be.&lt;br /&gt;
&lt;br /&gt;
A good offence is the best defence, but (as Miyamoto Musashi says) you should not overspecialize in a weapon at start, but be willing to develop skills opportunistically as the best attack for the situation presents itself. Investing in '''Fighter''' Skill will start you with a broad competency in every martial form. With enough skill in this you can comfortably train other attack skills from nothing, and take advantage of the best quality weapon you come across.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling''' holds are always available to you, and to your enemies. Skill in '''Wrestling''' improves your defence against '''Wrestling''', and is the easiest form to exercise all Physical Attributes. There are less risky methods of developing Wrestling, but you may not get the opportunity to use them if you face a deadlier opponent first.&lt;br /&gt;
&lt;br /&gt;
(See [[Fighter|combat skills]] for more info, and [[Weapons]] to learn the practical utility of each weapon type.) &lt;br /&gt;
&lt;br /&gt;
'''Swimmer''' skill is needed to enter water as deep as 7/7 without drowning. It's possible but very risky and time-consuming to develop this from no skill, but starting with at least Novice will enable you to develop Physical Attributes from it sooner. Animal People do not need any skill in this, as it will never be needed or used. They also cannot gain Physical Attributes by practising it.&lt;br /&gt;
&lt;br /&gt;
At least Novice '''Reader''' is important to be able to read anything, as there is currently no way of increasing it from no skill. Reading is especially required if you wish to become a Necromancer.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Talented '''Fighter'''&lt;br /&gt;
* Proficient '''Observer'''&lt;br /&gt;
* Novice '''Swimmer''' (except Animal Person characters)&lt;br /&gt;
* Adequate '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Adequate '''Dodger'''&lt;br /&gt;
* Adequate '''Wrestler'''&lt;br /&gt;
* Novice '''Reader'''&lt;br /&gt;
&lt;br /&gt;
With high '''Fighter''', you have a great range of combat tactics. With high '''Observer''', '''Shield User''' and '''Dodger''' can be best developed through active use. '''Armor User''' can only be improved passively, which will be painful both in encumbrance costs of your armor and the beatings you will have to soak up with it. '''Wrestler''' can be improved from no skill, but some skill provides a buffer from unexpected challenges.}}&lt;br /&gt;
&lt;br /&gt;
As with Attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.&lt;br /&gt;
&lt;br /&gt;
(Read up on [[Skill|Skills]] for more information.)&lt;br /&gt;
&lt;br /&gt;
=== Appearance and personality ===&lt;br /&gt;
While your appearance has no effect in-game, your [[personality trait]]s influence your [[needs]]. As long as your needs are satisfied, your adventurer will stay focused. Have a too extreme personality, and your adventurer craves for his urges to be satisfied more easily - an adventurer that values nature highly will become unsatisfied when he doesn't see animals often enough.&lt;br /&gt;
&lt;br /&gt;
For your first playthrough, try to balance your adventurer's personality in a way that minimizes needs. Managing needs and achieving higher Focus can be very valuable to your character, but beginning with a shorter list makes it easier to learn what behaviour adjustments to make in order to satisfy them. When you have those down, you can acquire more needs later with changes in your values. &lt;br /&gt;
&lt;br /&gt;
Be sure to avoid needs that cannot currently be satisfied. The conditions for &amp;quot;Eat good meal&amp;quot; (high Immoderation and low Self-Control value) &amp;quot;Make romance&amp;quot; (high Love Propensity and high Romance value) and &amp;quot;Be with family/Be with friends&amp;quot; (high Family and Friendship values) aren't confirmed to be implemented for Adventurer mode {{version|0.42.01}} The means to satisfy &amp;quot;Self-examination&amp;quot; (high Introspection value) and &amp;quot;Take it easy&amp;quot; (low Activity Level and high Leisure value) are uncertain, if possible. The conditions to satisfy &amp;quot;Help someone&amp;quot; (high Altruism and High Sacrifice value) are extremely narrow and fraught with error (it's doable, but not feasible to keep up regularly.)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Background doesn't matter too much, although if you're '''Locally Important''', you'll start off right in a mead hall (as opposed to having to walk to one as a peasant), which usually contains plenty of weaponry and armour for you to take. You'll also be Hearthperson, who can take orders from the lord or lady in the mead hall. &lt;br /&gt;
&lt;br /&gt;
Your name has little bearing on game play, so that can be freely selected. If you customize your first name, people may comment on how unusual it is. Your name can grow with fame; as your deeds increase so will the length of your name be extended with a title given by populace and posterity. If you define something in every category at the start, then your name won't grow with fame, though it can change with infamy.&lt;br /&gt;
&lt;br /&gt;
Gender can make a difference in gameplay. Males of mammalian species have a higher average mass, which adds to base blood capacity, the effectiveness of and resistance to charge attacks, and the ability to break wrestling holds. The larger the species, the greater the difference in range and average. Females of other species may have advantages over other genders, such as the [[Antman|Queen Antman]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall or keep (if you're '''Locally Important'''). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about:&lt;br /&gt;
&lt;br /&gt;
* '''Beasts''' are any kind of creature that may be harassing people. The type of beasts range from vampires living amongst the inhabitants of a site, all the way up to titans and other mythical creatures.&lt;br /&gt;
* '''Bandits''' are groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in camps (shown by a {{Tile|{{DB}}|6:0:1}} on the map).&lt;br /&gt;
* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned houses and underground cells.&lt;br /&gt;
* '''Skulking Vermin''' are thieving kobolds, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.&lt;br /&gt;
&lt;br /&gt;
Note that you have to press {{k|k}} each time you want to continue the conversation, and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the right and the mead hall visible in the upper-left corner of the hamlet. The asterisk in the middle of all the houses represents a group, in this case a group of unfriendly goblins. The zoomed-out world map is on the right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate. This key cycles between the most-zoomed-out &amp;quot;sepia tone&amp;quot; world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.&lt;br /&gt;
&lt;br /&gt;
=== Finding some muscle ===&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|Ω}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3x3 building with a path leading from the entrance, usually surround by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3x3 yellow/brown square by itself, although sometimes it's integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings).&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}&lt;br /&gt;
Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you ask them to go on an adventure, ''not'' to lead you to some location. At first you will only be able to get three followers, but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the location is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort (or walk on the path out the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining food and drink ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Thirsty in the rain|If your character is thirsty, and it is raining, even if you do have water with you; drink the water coverings. This will help you to save water for when it is not raining, especially when you are traveling a large distance. Press {{k|e}} like you normally would and scroll all the way to the bottom. You can also drink blood from wounds - maybe a little salty in real life, but in Dwarf Fortress, it works. Note that if you drink vampire blood, you will turn into a vampire, but this early in the game you don't have to worry about that.}}&lt;br /&gt;
You will get hungry or thirsty after some time, indicated by the {{DFtext|Hungry|6:0}} or {{DFtext|Thirsty|1:0}} attributes respectively. As you should know, when this appears its time for a snack. To eat or drink, press {{k|e}} and locate some food - it can be anything, as long as it is actually food. You can &amp;quot;eat&amp;quot; something like a sword, but it will say &amp;quot;You lick the sword&amp;quot;, and you will not get less hungry or thirsty.&lt;br /&gt;
&lt;br /&gt;
==== Where can I find food? ====&lt;br /&gt;
There are many ways of obtaining food:&lt;br /&gt;
* [[Meat]] - probably the easiest to come by. Find an [[animal]] in the wilds, kill it and butcher the [[corpse]] with a sharp tool.&lt;br /&gt;
* [[Fruit]]s - they grow on the ground and on [[tree]]s during the [[calendar|summer]]. Just ensure the season is appropriate - you won't find any fruits in the winter!&lt;br /&gt;
* Certain [[Leaf]]-bearing plants are edible and grow year-round.&lt;br /&gt;
* Exploring human and dwarf [[site]]s - there are [[bag]]s of food stored in the houses. Some Shaping Trees in Forest Retreats may have fruits and vegetables in or out of season. Or you can buy some in City-sized human, dwarven and elven settlements.&lt;br /&gt;
&lt;br /&gt;
And if you search for something to quench your thirst:&lt;br /&gt;
* Drink fresh [[water]] directly from a [[river]], or fill your waterskin with it.&lt;br /&gt;
* Hamlets and Cities can have [[Well]]s if they have developed enough. The building interact key (default {{K|u}}) can draw a bucket of water (or ice) from it, which can be drunk or filled from.&lt;br /&gt;
* [[Snow]] can be found in cold biomes. Pick some from the ground and melt it near a [[campfire]].&lt;br /&gt;
* You can drink [[blood]], even when you aren't a [[vampire]]. Wound a creature to make it bleed and then pick some blood from the bloody pool.&lt;br /&gt;
* If you fancy to drink [[alcohol]], search for [[barrel]]s of [[booze]] inside dwarven [[fortress]]es. Or order a drink at a [[Tavern]].&lt;br /&gt;
&lt;br /&gt;
=== Getting some rest ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|1:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
=== Finding your target ===&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. By default you will get a list of events. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target (if it's possible to), showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities. If there are a lot of items to go through, you can use {{k|f}} to filter the list.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|d}} to exit fast travel mode. (If you want to come out of fast travel mode sneaking, press {{k|s}} and then {{k|d}}.)&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). Continue to move in the indicated direction until you find the target that you're supposed to kill. This won't work if your target is in the sewers unless you are in the sewers and standing on a ramp, but it will lead you to a lair entrance or the middle of a bandit camp.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
==== Movement and positioning ====&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to wait 10 instants (or {{k|,}} to wait just one) once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time. Green symbols that may appear next to you or others show the direction in which people are headed, which can be useful in positioning yourself.&lt;br /&gt;
&lt;br /&gt;
If you need to catch up with someone, or change your sneak status, use {{k|S}} to pull up the movement dialog. This dialog controls the speed at which you move, and whether or not you're sneaking. If you're sneaking, you will see three-dimensional vision cones for people.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you may not have any decent armor yet. Press {{k|.}} or {{k|,}} to skip instants if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
==== Attacking effectively ====&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it (most effectively by spreading the rumor of your deeds), raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a follow-up headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
* '''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to step away/sideways, or use the Advanced Interaction ({{key|I}}) menu.&lt;br /&gt;
&lt;br /&gt;
* '''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralize your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a difficult place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
* '''Enemies behind you get a higher hit chance.''' You want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
&lt;br /&gt;
* You can select different styles for any aimed attack. Quick and wild attacks sacrifice power and/or accuracy for speed (leading to a greater chance that you will hit your target), while heavy and precise attacks sacrifice speed for increased power and/or accuracy. The speedier styles are good for initial hits, and the slower styles are good for finishing blows.&lt;br /&gt;
&lt;br /&gt;
=== Looting ===&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Severed heads can be left behind (although they can be used as a rather morbid way of showing people what you've done).&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet). However, if you have too many things in your inventory you will be slowed down (indicated by a slower speed number, less than 1 if you're in the default walk pace) and may lose your next fight because of it.&lt;br /&gt;
&lt;br /&gt;
If you must choose which items to keep, try to keep the ones of the best material and [[item quality]].&lt;br /&gt;
&lt;br /&gt;
=== Completing quests ===&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. {{DFtext|Brag about your past violent acts}} isn't as effective as {{DFtext|Bring up specific incident or rumor (new menu)}}. It is not necessary to return to the individual who told you about the trouble to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at the usual locations or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress, keep, or mead hall as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Checking things out ===&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}emove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
You can look at tracks nearby using {{k|K}}. If there are any obvious directions to pursue, a box under the &amp;quot;closest locations&amp;quot; box will tell you which way to follow particular tracks. {{k|Alt}}+{{k|k}} will give you a summary of the tracks right under you. {{k|o}} and {{k|O}} deal in odor detection.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|m}} to display nearby structures. Walk around a bit and you should find some shops. Press {{k|d}} to appear on the road outside of them. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade}} with you. In fast-travel mode, the list of significant buildings will tell you the shops available in that particular 3x3 square of land.&lt;br /&gt;
&lt;br /&gt;
=== What next? ===&lt;br /&gt;
The next thing you should do is work on getting a full set of armour unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armour. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armour shops to find all the armour pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armour. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
You can also rummage around in fortresses, keeps, and mead halls for equipment.&lt;br /&gt;
&lt;br /&gt;
After you've armoured up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also {{DFtext|Ask about the surrounding area}}, which can reveal lairs and other hidden sites on the map. You should probably avoid any non-quest lairs in the beginning, though, as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for longer journeys ===&lt;br /&gt;
If you plan to visit sites that are very far away, you need to make a few preparations.&lt;br /&gt;
==== Planning your route ====&lt;br /&gt;
Traveling in Quick Travel mode is very fast, so you want to maximize the time you spend there. Most importantly, you cannot cross rivers and mountain ranges while quick traveling. You can leave the quick travel screen and jump over or swim through them, but companions won't do that. Reentering the quick travel screen will make them follow you, but that might not always work. If you can avoid it, move around rivers. Note that brooks (lighter color) ''can'' be crossed in quick travel. While getting past rivers is relatively fast, crossing a large mountain range can take a while. &lt;br /&gt;
&lt;br /&gt;
Ideally, you plan your route so you walk most of the time in roughly the middle of a land mass so rivers originate left and right of you and drain into the oceans away from you. If there are settlements along a river, they will have bridges you can use to cross without leaving quick travel. Avoid mountain ranges altogether unless they're narrow and going around would take longer.&lt;br /&gt;
&lt;br /&gt;
==== Securing more supplies ====&lt;br /&gt;
On long journeys, your original few units of food and water won't last very long. You can carry more food, but unless you find another waterskin, you won't be able to carry more than 3 units of water. As such, you should try to travel in the vicinity of rivers and refill your waterskin (by {{k|I}}nteracting with it while standing on or next to a water tile) if you get the opportunity &amp;amp;ndash; for example a river you have to cross anyway. You will rarely find rivers in mountain ranges, and as you might expect, crossing a desert will give you no chance to refill your water skin either. Glaciers, on the other hand, have infinite water everywhere: Just fill your waterskin with snow, then make a [[campfire]] by pressing {{k|g}} (you might need to scroll down to find the entry) and use the {{k|I}}nteract menu standing next to it to melt the snow.&lt;br /&gt;
&lt;br /&gt;
Food is relatively easy to get: Killing a single medium-sized animal will give you an ample amount of edible items. After killing, stand on the corpse of the animal and press {{k|x}} to open the actions menu. Select &amp;quot;butcher&amp;quot; and move your cursor to the right, selecting the corpse you want to butcher. Press {{k|→}} again to pick the tool that you want to use. Press {{k|Enter}} and you will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself.&lt;br /&gt;
If you're having difficulty catching up to animals that run away, try [[Ambusher#Adventurer Mode|sneaking]] up on them.&lt;br /&gt;
&lt;br /&gt;
=== After that? ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read through the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Faction&amp;diff=237681</id>
		<title>Faction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Faction&amp;diff=237681"/>
		<updated>2018-10-03T23:16:19Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Attacking a berserk citizen or werebeast in wereform */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:20, 8 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Factions''' govern how [[creature]]s will react upon each other's presence. The world is full of dangers for your unfortunate dwarves and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and [[adventurer mode]]; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer.&lt;br /&gt;
&lt;br /&gt;
In the [[object testing arena]], each creature created can be tied to a faction(referred to in-game as a &amp;quot;side&amp;quot;). Creatures will be friendly to other creatures within their faction, and will be hostile to any other creature. There are a total of 99 factions, and an &amp;quot;independent&amp;quot; option which is hostile to all other creatures.&lt;br /&gt;
&lt;br /&gt;
==Faction relative hostility==&lt;br /&gt;
&lt;br /&gt;
The table below shows the behavior of different factions when confronted:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| '''[[Dwarf|Dwarves]]'''&lt;br /&gt;
| '''[[Elf|Elves]]'''&lt;br /&gt;
| '''[[Human]]s'''&lt;br /&gt;
| '''[[Goblin]]s'''&lt;br /&gt;
| '''[[Kobold]]s'''&lt;br /&gt;
| '''[[Necromancer]]s'''&lt;br /&gt;
| '''[[Undead]]'''&lt;br /&gt;
| '''[[Surroundings|Wildlife]]'''&lt;br /&gt;
| '''[[Animal people|Cave civs]]'''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''[[Semi-megabeast|(Semi-)]][[Megabeast]]s'''&lt;br /&gt;
| '''[[Demon|HFS]]'''&lt;br /&gt;
| '''[[Werebeast]]s'''&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Dwarves'''&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Elves'''&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Humans'''&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Goblins'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Kobolds'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Necromancers'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Wildlife'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| '''Cave civs'''&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''(Semi-)Megabeasts'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''HFS'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Werebeasts'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Advanced civilizations are subject to the mechanisms of [[diplomat|diplomacy]] and may routinely go at [[war]] and conclude peace treaties depending on [[World generation|worldgen]] and according to each civilization's [[ethics]]. On the one hand, war against elves or humans is not that uncommon; on the other hand, goblins will almost always be hostile toward everyone else.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Cave civilizations are always friendly toward adventurers and they can be either hostile or friendly toward your dwarves. They often become friendly when confronted with a [[megabeast]]. Note that this behavior does not apply to most [[animal people]], who are simply treated as wildlife.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;[[Werebeast]]s will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;A [[HFS]] denizen often takes control of a goblin civilization, and sometimes becomes the ruler of a human civilization by posing as their god.  Other HFS denizens are typically hostile.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;[LARGE_PREDATOR]s will attack anything significantly smaller than themselves. In most other cases, wildlife will flee from non-[BENIGN] wildlife. Two [BENIGN] wild animals will ignore each other.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entities and civilizations==&lt;br /&gt;
&lt;br /&gt;
There are four entity 'factions' that can be created in Dwarf Fortress, although vanilla only uses three of them.  These factions are determined by the presence or absence of the [BABYSNATCHER] or [ITEM_THIEF] tags, so the four factions can be called the Civilized (with neither tag), the Babysnatchers, the Item Thieves, and the Babysnatching Item Thieves.  Members of the same faction will trade with you in fort mode, and members of all other factions may invade you.  This is separate from civs at [[war]], which is determined by having opposing [[ethics]].&lt;br /&gt;
&lt;br /&gt;
Generally, civilization relationships override whatever loyalty a creature may have to begin with. Most notably, foreign creatures kidnapped by goblins and raised by them will be loyal to their goblin civ and hostile against non-goblin civs, including your fort. This also includes their descendants, which means some goblin civs can be potentially ''deplete'' of goblins but still send sieges (composed of humans, dwarves, elves, etc.) and ambushes to your fort. More amusingly, foreign creatures occupying a [[noble]] position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, demon law-givers ruling goblin civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a [[diplomat]] (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. &lt;br /&gt;
&lt;br /&gt;
Some caveats: creatures without the ability to communicate will always be hostile, even if they technically would be considered the same faction.  They will also wage endless wars, since they lack the ability to form treaties.  This includes creatures without CAN_SPEAK (or INTELLIGENT, which is functionally CAN_LEARN and CAN_SPEAK combined).  Creatures with UTTERANCES cannot communicate with other civs, however if they have both UTTERANCES and CAN_SPEAK they will be able to communicate. For instance [[kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.&lt;br /&gt;
&lt;br /&gt;
==Undead and night creatures==&lt;br /&gt;
&lt;br /&gt;
The rule of thumb is that [[undead]] creatures will attack every creature that is living. This is due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships.  [[Undead]] just ignore [[necromancer]]s or fellow undead, but the necromancers themselves will lash out at each other if they belong to enemy [[civilization]]s or [[Tower (necromancy)|tower]]s. This is because necromancers and other night creatures such as [[vampires]] or [[werebeasts]] are consided {{token|NONLIVING}}, but their civilization overrides whatever relationships they have with other civilized nonliving beings (namely fellow night creatures). Werebeasts are hostile toward each other except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone). &lt;br /&gt;
&lt;br /&gt;
This is important in adventure mode - should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. However, apart from the aforementioned caveats, there seems to be a worldwide solidarity among night creatures, and becoming one will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and taking them as companions. &lt;br /&gt;
&lt;br /&gt;
In fortress mode, [[vampire]] dwarves (and humans) will also be neutral toward undead even when not exposed. You can take advantage of this, ordering your vampires to kill necromancers when facing a siege; a vampire can and will path toward a necromancer unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.&lt;br /&gt;
&lt;br /&gt;
==[[level of conflict|Levels of conflict]]==&lt;br /&gt;
&lt;br /&gt;
In adventure mode, while all hostile nonsapient beings are No Quarter by default (because they do not understand the concept of surrender), sapient creatures that are capable of speech (that means creatures with both [CAN_LEARN] and [CAN_SPEAK], or [INTELLIGENT]) can be talked out of a Lethal fight, either by surrendering to them or making them yield. Non-lethal and below types of fighting (often happening at a [[tavern]] or as the result of a spat due to differing values or other grudges) can also be easily de-escalated. This makes conflicts with other hostile sapient beings much easier to manage.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, invaders and your dwarves are No Quarter toward each other (the only exception is elven or human diplomats offering peace treaties). Brawls may also happen at your tavern if non-dwarves drink more alcohol than their liver can handle, but these don't escalate into full blown war, although they do result in sometimes lethal injuries.&lt;br /&gt;
&lt;br /&gt;
==Bandits and criminals==&lt;br /&gt;
&lt;br /&gt;
Outlaws (called [[bandits]] when harassing towns from [[camp]]s in the countryside, and [[Town#Criminal_organizations|criminal organizations]] if harassing them from the town's [[dungeon]]) form groups that are hostile toward most of their parent civ itself. Bandits may lay small scale sieges to you in fortress mode and are often given as quest targets in adventure mode. However, as they effectively own sites (camps and dungeons) with a [[boss]] acting as its lord, it means you can try and de-escalate any [[level of conflict]] you may have with them, talk to the boss and join them as lieutenant, effectively shifting your loyalty.&lt;br /&gt;
&lt;br /&gt;
==Insurrections==&lt;br /&gt;
&lt;br /&gt;
Several civilizations may lay claim to a single site. When a site belonging to a civilization gets occupied by another, there is a chance for the site's inhabitants to revolt, treating their current parent civ as enemies (and their former civ as friendly). This shift of loyalty often translates in a bunch of fights erupting out of nowhere in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Intelligent wildlife==&lt;br /&gt;
&lt;br /&gt;
Random non-civilized intelligent beings (gorlaks, gremlins, animal people) are hostile (as wildlife would be) in fortress mode. In adventure mode, their behavior depends on their alignment - evil-aligned ones like [[troll]]s or [[ogre]]s will attack you, while neutral and good-aligned ones like animal people or gorlaks can start conversations with you. They won't have much to say if they are not part of a civilization though. [[Gremlin]]s are special as they can be tamed in fortress mode, which means they are able to become pet citizens, which in turn triggers all sorts of weirdness.&lt;br /&gt;
&lt;br /&gt;
Benign wildlife isn't really hostile in that they generally flee conflict if able, but they '''will''' put up a fight if cornered.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventurer mode]] or [[fortress mode]]. [[Forgotten beast]]s and [[titan]]s are hostile to everyone, including other forgotten beasts and titans. &lt;br /&gt;
&lt;br /&gt;
[[Insanity|Berserk]] dwarves are hostile to everyone, including each other. &lt;br /&gt;
&lt;br /&gt;
[[Demon|Clowns]] that didn't escape from [[Hell|The Circus]] are hostile to every non-clown, and [[Angel|Angels]] are hostile to every non-angel. Clowns you have bound into servitude using their true name are obviously friendly to your adventurer though.&lt;br /&gt;
&lt;br /&gt;
Enemy [[mount]]s are always hostile to your fortress regardless of training level because they belong to an enemy civilization. Their descendants, however, are not. This leads to extremely disturbing situations where a mother either massacres her offspring as soon as she gives birth, or said offspring overwhelm them as soon as they come out of her. Note that this only ever happens if the species does not lay eggs - enemy mounts do not use your nest boxes and simply demolish them if you provide them with some. &lt;br /&gt;
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[[Visitors]] side with their parent civ if it goes to war with you.&lt;br /&gt;
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==Loyalty cascade==&lt;br /&gt;
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Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war (hence Toady One referring to it as the &amp;quot;civil war bug&amp;quot;) and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.&lt;br /&gt;
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===Attacking [[Trade|merchants]] from your mountainhome===&lt;br /&gt;
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If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
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===Attempting to tame enemy [[mount]]s===&lt;br /&gt;
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If you use [[cage]] [[trap]]s against goblin sieges, you are likely to capture [[Giant bat|a]] [[Cave crocodile|few]] [[Giant cave swallow|mounts]] [[Rutherer|from]] [[Jabberer|various]] [[Voracious cave crawler|species]]. You may assign them to your [[animal trainer]]s and attempt to tame them, thus gaining a few facts about each specific species; but under no circumstances should you ever release them from their cages, as they are always considered enemies to your civilization and will wreak havoc as soon as they are free. Not only that, but they will trigger a similar loyalty cascade as soon as they attack your citizens, leading your fort to its demise through a never-ending civil war - as well as some copious jabberer-chomping. The best course of action is to keep re-training the mounts in their cages over and over again, thus facilitating future taming of their '''wild''' counterparts.&lt;br /&gt;
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===Attacking a [[werebeast]] in dwarven form===&lt;br /&gt;
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If one of your dwarves turns into a [[werebeast]] and you send your military to kill them while shapeshifted, failing to kill (and allowing the dwarf to revert to normal) may cause a loyalty cascade.&lt;br /&gt;
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===Attacking a berserk citizen or werebeast in wereform===&lt;br /&gt;
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Dwarven military can no longer be relied upon to put an end to the rampages of citizens gone [[insane|berserk]] or transformed into a beast. Fighting such a threat is treated as assaulting a citizen and will cause ''the defenders of your fort'' to lose loyalty and be hunted down as traitors. {{bug|7107}} Seems partially fixed in 0.42{{Verify}}.&lt;br /&gt;
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===How to deal with loyalty cascades===&lt;br /&gt;
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To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
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Dwarves from these different &amp;quot;factions&amp;quot; will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''&lt;br /&gt;
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'''NOTE:''' Tame animals are loyal to civilizations and fortresses indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.&lt;br /&gt;
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====DFHack====&lt;br /&gt;
For those who are using [[Utility:DFHack|DFHack]], the command {{DFtext|fix/loyaltycascade|white}} can be used to immediately end a loyalty cascade.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uzlir&lt;br /&gt;
| elvish  = anoni&lt;br /&gt;
| goblin  = osmrur&lt;br /&gt;
| human   = ozo&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=237552</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=237552"/>
		<updated>2018-09-19T10:33:51Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: /* Becoming a vampire */&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}&lt;br /&gt;
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'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related with world size, population, and history, and it can be directly controlled with [[advanced world generation]] - a world generating with &amp;quot;{{tt|Number of Vampire Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshiper who desecrates their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning, and not already a werebeast or undead, can, theoretically, become a vampire, but most vampires will be [[human]] or dwarven. However, since [[civilization]]s can have members not of their foundation race, the occasional vampiric [[goblin]], [[elf]] or even [[Animal people|animal person]] will also occur.&lt;br /&gt;
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Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food|food]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm, fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus, all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries. Vampires are a type of undead, therefore, animated dead creatures will be docile towards them, as will [[necromancer]]s - while they're undead, necromancers cannot control vampires as they possess free will. Vampires are sterile, and therefore can't have [[children]].&lt;br /&gt;
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Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
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None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)&lt;br /&gt;
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== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident within the first few years, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: They do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, Vampires will not claim rooms on their own{{verify}}), and own items.&lt;br /&gt;
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The most important difference is that sometimes (when? how often?), they drink the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.{{verify}}&lt;br /&gt;
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
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If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
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== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
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Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
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Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot; &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought.&lt;br /&gt;
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There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires from other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf bone or human bone item is a vampire; having multiple of these items is a stronger indication.&lt;br /&gt;
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One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.&lt;br /&gt;
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Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.&lt;br /&gt;
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&amp;lt;strike&amp;gt;Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&amp;lt;/strike&amp;gt; (Version 0.42 has no more &amp;quot;On Break&amp;quot;, so we need to research this.)&lt;br /&gt;
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Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot; Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire. This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
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Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
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There are a few &amp;quot;cheap&amp;quot; ways as well. [[Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
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To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
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Finally, a suspected vampire will have an unusually large amount of kills, if you are using a utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using melting chambers (like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
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Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room. Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time, which gives your medical team lots of experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink{{verify}}, but it may be preferable to losing the fortress.&lt;br /&gt;
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If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
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== Adventure Mode ==&lt;br /&gt;
=== Becoming a vampire ===&lt;br /&gt;
There are two ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood (or simply attacking them, causing them to bleed and then drinking their blood off the floor), which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}}&lt;br /&gt;
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Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. &lt;br /&gt;
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{{new in v0.42}}&lt;br /&gt;
The other, safer method is by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)&lt;br /&gt;
&lt;br /&gt;
=== Playing as a vampire ===&lt;br /&gt;
You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu but their description will show them as extremely muscular. Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side you just need to suck the blood of the first creature you find and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck a sleeping person's blood.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (Actually as of 40.24 it seems companions actually do care and this can cause a loyalty cascade. It doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry Bronze Colossus. &lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
=== Finding vampires ===&lt;br /&gt;
There are several ways to find a vampire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* Ask local citizens (not nobles, hearthpersons or travelers) about &amp;quot;troubles&amp;quot; and &amp;quot;beasts&amp;quot; will usually point out the nearest ones first.&lt;br /&gt;
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of &amp;quot;the dwarf vampire Urist McBloodsucker&amp;quot;.&lt;br /&gt;
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.&lt;br /&gt;
&lt;br /&gt;
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.&lt;br /&gt;
&lt;br /&gt;
Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPC's for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.&lt;br /&gt;
&lt;br /&gt;
=== Killing vampires ===&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires. In some cases the vampire may be accompanied by cultists who will assist the bloodsucker in combat.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
Note that even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.&lt;br /&gt;
&lt;br /&gt;
== Creating Vampires ==&lt;br /&gt;
Key:&lt;br /&gt;
&lt;br /&gt;
 F: floor&lt;br /&gt;
 W: wall&lt;br /&gt;
 B: bridge&lt;br /&gt;
 P: pit/pond zone&lt;br /&gt;
 S: statue (in a temple meeting zone)&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  ║z-1 ║z-2&lt;br /&gt;
WWW ║WWW ║WWWWW&lt;br /&gt;
WPW ║W W ║WFBSW&lt;br /&gt;
WFW ║WWW ║WWWWW&lt;br /&gt;
}}&lt;br /&gt;
Using the vampire-maker©:&lt;br /&gt;
&lt;br /&gt;
1: Capture a [[building destroyer]], such as a [[troll]].&lt;br /&gt;
&lt;br /&gt;
2: Throw building destroyer into pit.&lt;br /&gt;
&lt;br /&gt;
3: Throw down useless, weak animals or enemies down until the building destroyer gets a title from it.&lt;br /&gt;
&lt;br /&gt;
4: open bridge.&lt;br /&gt;
&lt;br /&gt;
5: let it destroy the statue. You now have a vampire! (or [[werebeast]].)&lt;br /&gt;
&lt;br /&gt;
(for z1, just make it so it can't get up)&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[Ru:Vampire]]&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237510</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237510"/>
		<updated>2018-09-13T04:06:00Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Undo revision 237509 by 110.145.128.74 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
As of v0.43.05, the three downloads linked on the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder by opening &amp;quot;Dwarf Fortress.exe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 update the SDL_ttf library] to run Dwarf Fortress. {{bug|7389}}&lt;br /&gt;
* [https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg Download] SDL_ttf 2.0.11 and replace the file libs/SDL_ttf.framework with the one from the downloaded folder.&lt;br /&gt;
&lt;br /&gt;
On OS X 10.11 and above, for the 32-bit version of DF only, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2624#c33110 update the SDL library]:&lt;br /&gt;
* [https://www.libsdl.org/release/SDL-1.2.15.dmg Download] SDL 1.2.15 and replace the file libs/SDL.framework with the one from the downloaded folder&lt;br /&gt;
&lt;br /&gt;
Alternatively, instead of replacing SDL, you can change the PRINT_MODE setting in data/init/[[init.txt]] to STANDARD (or anything not related to 2D). {{bug|2624}}&lt;br /&gt;
&lt;br /&gt;
Retina display users will also need to change PRINT_MODE to STANDARD (or any non-2D option) in [[init.txt]]. {{bug|6031}}&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled editions are available for Dwarf Fortress. For older versions you can run the 32-bit compiled edition with a 64-bit system, provided that you have the (32-bit) shared libraries available that the program needs. Note that users of 32-bit systems have to click the All Versions button on the Dwarf Fortress download page in order to get the 32-bit edition.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call (replacing &amp;quot;XX_YY&amp;quot; with the numbers in the most current Dwarf Fortress file version, found on the [http://www.bay12games.com/dwarves/ site]):&lt;br /&gt;
&amp;lt;code&amp;gt;wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
(where df_XX_YY_linux.tar.bz2 is the filename).  Then&lt;br /&gt;
 cd df_linux&lt;br /&gt;
to change into the new directory, and&lt;br /&gt;
 ./df&lt;br /&gt;
to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases.)&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose one of a 32-bit or 64-bit architectures. The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate a 64-bit or a 32-bit system respectively.&lt;br /&gt;
&lt;br /&gt;
All that's needed now is to install the required dependencies. If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them. Use your distribution's package manager for this -- details will be extremely distribution-specific. You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries. Specific installation commands for some popular distributions are listed below.&lt;br /&gt;
&lt;br /&gt;
Since Dwarf Fortress 0.43.05 is now compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of Dwarf Fortress on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
==== 64bit ====&lt;br /&gt;
&lt;br /&gt;
The error: &lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or &lt;br /&gt;
  directory&lt;br /&gt;
 &lt;br /&gt;
indicates you are missing one or more libraries.&lt;br /&gt;
&lt;br /&gt;
In Ubuntu 16 you can solve it with the command:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of Dwarf Fortress older than 0.43.05, you'll need to install the 32bit versions of the libraries. You can do this like:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
Otherwise, it's just a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
In Linux Mint 18 you might come across the error:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: &lt;br /&gt;
  No such file or directory&lt;br /&gt;
&lt;br /&gt;
Download and install the missing library with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
==== 32bit ====&lt;br /&gt;
Nice and easy:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run Dwarf Fortress, which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
Some other tool are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit Dwarf Fortress manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit Dwarf Fortress you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group. Any edits to game files must be done in the '.dwarffortress' directory in the user's home directory, not /opt/dwarffortress.&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]. Note that the &amp;lt;code&amp;gt;SigLevel&amp;lt;/code&amp;gt; line may not be present under [multilib] and it will most likely be higher up in the pacman.conf. This is fine and you can then simply remove the pound symbol from the two other lines.&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Syyu&lt;br /&gt;
&lt;br /&gt;
===== Sound and Graphics =====&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and your graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
You will also need to install a 32-bit graphics driver. Install the driver from multilib that corresponds to your driver/device on [https://wiki.archlinux.org/index.php/Xorg#Driver_installation this chart]. ''For example'', if you have xf86-video-nouveau installed, you would run:&lt;br /&gt;
  pacman -S lib32-mesa-libgl&lt;br /&gt;
&lt;br /&gt;
If you don't know what driver/device you're currently using run:&lt;br /&gt;
  lspci -k&lt;br /&gt;
&lt;br /&gt;
Find the line that starts with &amp;quot;VGA compatible controller.&amp;quot; Your driver will be listed under &amp;quot;kernel driver in use&amp;quot;, like so:&lt;br /&gt;
  01:00.0 VGA compatible controller: NVIDIA Corporation GK106M [GeForce GTX 765M] (rev a1)&lt;br /&gt;
          Subsystem: ASUSTeK Computer Inc. Device 119d&lt;br /&gt;
          Kernel driver in use: nvidia&lt;br /&gt;
          Kernel modules: nouveau, nvidia&lt;br /&gt;
&lt;br /&gt;
If you are using/wish to use the AMD catalyst drivers, please note that they are no longer available within the main arch repositories. You will have to install them from the AUR. [https://wiki.archlinux.org/index.php/AMD_Catalyst#Installation See here for more information.]&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, you may also want to install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but Dwarf Fortress by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a a Dwarf Fortress [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ==== &lt;br /&gt;
&lt;br /&gt;
Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run Dwarf Fortress (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=237508</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=237508"/>
		<updated>2018-09-13T04:05:18Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Undo revision 237507 by 110.145.128.74 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
:''For tutorials about fortress mode, see [[tutorials]].''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventurer mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
The Dwarf fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic features ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s under the surface, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]]. Historical events will show up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
{{Main|Embark}}&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is the embarking process and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay user interface ==&lt;br /&gt;
{{Main|Interface}}&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} &amp;amp;ndash; Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
*{{DFtext|Key Bindings}} &amp;amp;ndash; A UI for changing the [[Key bindings]].&lt;br /&gt;
*{{DFtext|Export Local Image}} &amp;amp;ndash; Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].&lt;br /&gt;
*{{DFtext|Music and Sound}} &amp;amp;ndash; Options related to the [[Music | Music]].&lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;nbsp; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Retire the Fortress}} &amp;lt;!-- TODO look up exact label --&amp;gt; &amp;amp;ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in DFHack, Windows Task Manager, or the Linux &amp;quot;kill&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
=== Main map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, drinking, and sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and immigration ===&lt;br /&gt;
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, labors and skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
{{Main|Mining}}&lt;br /&gt;
&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging out tunnels and spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
{{Main|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[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. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Rooms, furniture, and portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining rooms ===&lt;br /&gt;
{{Main|Room}}&lt;br /&gt;
&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, grates, and bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
{{Main|Construction}}&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Walls, floors, and stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{Main|Trading}}&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and combat ==&lt;br /&gt;
{{Main|Military}}&lt;br /&gt;
:''See also: [[Military interface]]''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and healthcare ==&lt;br /&gt;
{{Main|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
{{Main|Burrow}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
{{Main|Macros and Keymaps}}&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference sheet ==&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237506</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237506"/>
		<updated>2018-09-13T04:04:47Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Undo revision 237505 by 110.145.128.74 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
As of v0.43.05, the three downloads linked on the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder by opening &amp;quot;Dwarf Fortress.exe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 update the SDL_ttf library] to run Dwarf Fortress. {{bug|7389}}&lt;br /&gt;
* [https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg Download] SDL_ttf 2.0.11 and replace the file libs/SDL_ttf.framework with the one from the downloaded folder.&lt;br /&gt;
&lt;br /&gt;
On OS X 10.11 and above, for the 32-bit version of DF only, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2624#c33110 update the SDL library]:&lt;br /&gt;
* [https://www.libsdl.org/release/SDL-1.2.15.dmg Download] SDL 1.2.15 and replace the file libs/SDL.framework with the one from the downloaded folder&lt;br /&gt;
&lt;br /&gt;
Alternatively, instead of replacing SDL, you can change the PRINT_MODE setting in data/init/[[init.txt]] to STANDARD (or anything not related to 2D). {{bug|2624}}&lt;br /&gt;
&lt;br /&gt;
Retina display users will also need to change PRINT_MODE to STANDARD (or any non-2D option) in [[init.txt]]. {{bug|6031}}&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled editions are available for Dwarf Fortress. For older versions you can run the 32-bit compiled edition with a 64-bit system, provided that you have the (32-bit) shared libraries available that the program needs. Note that users of 32-bit systems have to click the All Versions button on the Dwarf Fortress download page in order to get the 32-bit edition.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call (replacing &amp;quot;XX_YY&amp;quot; with the numbers in the most current Dwarf Fortress file version, found on the [http://www.bay12games.com/dwarves/ site]):&lt;br /&gt;
&amp;lt;code&amp;gt;wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
(where df_XX_YY_linux.tar.bz2 is the filename).  Then&lt;br /&gt;
 cd df_linux&lt;br /&gt;
to change into the new directory, and&lt;br /&gt;
 ./df&lt;br /&gt;
to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases.)&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose one of a 32-bit or 64-bit architectures. The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate a 64-bit or a 32-bit system respectively.&lt;br /&gt;
&lt;br /&gt;
All that's needed now is to install the required dependencies. If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them. Use your distribution's package manager for this -- details will be extremely distribution-specific. You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries. Specific installation commands for some popular distributions are listed below.&lt;br /&gt;
&lt;br /&gt;
Since Dwarf Fortress 0.43.05 is now compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of Dwarf Fortress on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
==== 64bit ====&lt;br /&gt;
&lt;br /&gt;
The error: &lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or &lt;br /&gt;
  directory&lt;br /&gt;
 &lt;br /&gt;
indicates you are missing one or more libraries.&lt;br /&gt;
&lt;br /&gt;
In Ubuntu 16 you can solve it with the command:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of Dwarf Fortress older than 0.43.05, you'll need to install the 32bit versions of the libraries. You can do this like:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
Otherwise, it's just a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
In Linux Mint 18 you might come across the error:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: &lt;br /&gt;
  No such file or directory&lt;br /&gt;
&lt;br /&gt;
Download and install the missing library with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
==== 32bit ====&lt;br /&gt;
Nice and easy:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run Dwarf Fortress, which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
Some other tool are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit Dwarf Fortress manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit Dwarf Fortress you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group. Any edits to game files must be done in the '.dwarffortress' directory in the user's home directory, not /opt/dwarffortress.&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]. Note that the &amp;lt;code&amp;gt;SigLevel&amp;lt;/code&amp;gt; line may not be present under [multilib] and it will most likely be higher up in the pacman.conf. This is fine and you can then simply remove the pound symbol from the two other lines.&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Syyu&lt;br /&gt;
&lt;br /&gt;
===== Sound and Graphics =====&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and your graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
You will also need to install a 32-bit graphics driver. Install the driver from multilib that corresponds to your driver/device on [https://wiki.archlinux.org/index.php/Xorg#Driver_installation this chart]. ''For example'', if you have xf86-video-nouveau installed, you would run:&lt;br /&gt;
  pacman -S lib32-mesa-libgl&lt;br /&gt;
&lt;br /&gt;
If you don't know what driver/device you're currently using run:&lt;br /&gt;
  lspci -k&lt;br /&gt;
&lt;br /&gt;
Find the line that starts with &amp;quot;VGA compatible controller.&amp;quot; Your driver will be listed under &amp;quot;kernel driver in use&amp;quot;, like so:&lt;br /&gt;
  01:00.0 VGA compatible controller: NVIDIA Corporation GK106M [GeForce GTX 765M] (rev a1)&lt;br /&gt;
          Subsystem: ASUSTeK Computer Inc. Device 119d&lt;br /&gt;
          Kernel driver in use: nvidia&lt;br /&gt;
          Kernel modules: nouveau, nvidia&lt;br /&gt;
&lt;br /&gt;
If you are using/wish to use the AMD catalyst drivers, please note that they are no longer available within the main arch repositories. You will have to install them from the AUR. [https://wiki.archlinux.org/index.php/AMD_Catalyst#Installation See here for more information.]&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, you may also want to install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but Dwarf Fortress by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a a Dwarf Fortress [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ==== &lt;br /&gt;
&lt;br /&gt;
Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run Dwarf Fortress (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=237504</id>
		<title>Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=237504"/>
		<updated>2018-09-13T04:03:19Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Undo revision 237503 by 110.145.128.74 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:43, 11 May 2015 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction instead.&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode for various reasons, such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game, it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
It is advisable not to stop the world generation until the game stops it automatically. This would normally be at 125 years with the Short world history option.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
&lt;br /&gt;
=== Race and civilization===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Humans and Human-sized characters beginning in Human civilizations are the easiest to fully equip.'''}}&lt;br /&gt;
&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All major races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze, iron, or silver weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armour). They also start with the widest variety of weapon skills. Human settlements are by far the easiest to acquire beginning goods and supplies in.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out with only a copper spear and dagger, no clothing. If starting in a human settlement their poverty quickly becomes moot, as they benefit from available goods as easily as any other race.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once and possess perfect vision in low light conditions, which is extremely useful at night and for exploring subterranean sites. They are the only race which can start with steel weapons. Dwarves can equip equipment sized for goblins and elves but are unable to wear human-sized clothing and armour. Their best starting sources for armour and weapons are in a fortress market or warehouse. Good quality leather clothing can be found by rummaging dwarven apartments in fortresses and residences in hillocks. Better equipment can later be found on veteran soldiers and fortress guards, possibly in dark fortresses, and in bandit camps close to these sites.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons, no metal armour, and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural gait speeds, and higher average Agility to grant them greater starting speed. Elves from elven civilizations are also at peace with the wilderness and will never be attacked by wild animals. They can wear clothing sized for dwarves or goblins. Elves starting in a forest retreat may have to travel to neighbouring civilizations to acquire suitable gear, as their own civilization usually lacks anything better than wooden armour.&lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' are an option to play as, if they come from a non-goblin civilization, which in most cases, is a human civilization. It is recommended to start in a dwarven site if possible so that fitting armour is easier to find. Goblins do not need to eat or drink, have slightly better vision in darkness than humans, and have higher average Endurance and Willpower which allows them to withstand more damage during combat before they pass out. Despite being a fellow goblin, you will still get attacked in dark pits and dark fortresses by members of the goblin civilization.&lt;br /&gt;
&lt;br /&gt;
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} are various [[animal people]] and other [[Gorlak|sentient]] [[Plump helmet man|creatures]] who have joined a major civilization in world history. Anthropomorphic creatures acquire many of the physical traits from their base creatures, from material layers (fur, scales, shells, etc.) to appendages (hooves, horns, claws, wings, more than two arms). Some traits are obviously beneficial (flight, natural climbing talent, immense mass to shake off wrestling holds), while others are detrimental (aquatic, carnivorous diet, inability to jump, swim, climb or even speak). Nearly all creatures capable of swimming [[Creature token#SWIMS_INNATE|naturally know how to do so]], which obviates the need for the Swimming skill; notable exceptions include most bug men, who can't swim at all. All these factors make certain species more or less advantageous than the major races. On the other hand, some can be game-breakingly powerful starter characters (e.g. [[elephant man]]). It's best to study the creature's raws in order to make an informed choice, which you may prefer to put off until getting some experience with the game.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''A Demigod begins with the greatest potential survivability.'''}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier to survive combat you may want to pick &amp;quot;Demigod&amp;quot;. If you chose to focus on non-combat abilities, a Demigod has the points to augment physical hardiness and have plenty left over for a versatile spread of skills and attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
The ranking descriptions of Attributes are based on your racial averages, which for humans and Animal People are all 1000. All of these can be increased over the course of adventuring, though some have fewer opportunities to increase (and some opportunities are unimplemented.) Maximum Attributes will be 1000 plus your starting value for Average or lower initial values, and double your initial value for Attributes higher than Average.&lt;br /&gt;
==== Physical attributes ====&lt;br /&gt;
{|&lt;br /&gt;
!Attribute!!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Strength''' ||Damage dealt, encumbrance limits, and mass, which increases total blood but slows Gaits.&lt;br /&gt;
|-&lt;br /&gt;
|'''Agility''' ||Speed in Gaits and combat actions, all defensive and ranged skills, Stealth, and to a lesser extent all weapon and movement skills.&lt;br /&gt;
|-&lt;br /&gt;
|'''Toughness''' ||Base durability of tissue layers, reduces penetration along with armor, and the probability of getting knocked unconscious or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|'''Endurance''' ||Rate at which exhaustion is reduced, which is incurred by every physical action and many passive, and total blood supply.&lt;br /&gt;
|-&lt;br /&gt;
|'''Recuperation''' ||Rate at which lost blood is restored, recovery from Bleeding and Winded conditions. &lt;br /&gt;
|-&lt;br /&gt;
|'''Disease Resistance''' ||Resistance to syndromes, curses from vampire blood or a werebeast bite, resistance to infections and rate at which infection spreads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mental attributes====&lt;br /&gt;
{|&lt;br /&gt;
!Attribute!!Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Adventurer-Oriented&lt;br /&gt;
|-&lt;br /&gt;
|'''Analytical Ability'''||important for Tracking, useful for Knapping&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus'''||all ranged attacks, Observation&lt;br /&gt;
|-&lt;br /&gt;
|'''Willpower'''||Fighter and Swimmer skills, resistance to pain and unconsciousness, rate of recovery from unconsciousness&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''||Most important for Observation, also used in Social interactions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spatial Sense'''||All combat skills, Ambusher and Observer, Knapping, Swimming, Crutch-Walking&lt;br /&gt;
|-&lt;br /&gt;
|'''Kinesthetic Sense'''||All movement skills, most combat skills&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Social&lt;br /&gt;
|-&lt;br /&gt;
|'''Linguistic Ability'''||All social and literary skills. Good Speaking ability makes others enjoy your company, and more likely to trust you &lt;br /&gt;
|-&lt;br /&gt;
|'''Empathy'''||As with Speaking, others enjoy their company more and are likely to trust a character they can relate to.&lt;br /&gt;
|-&lt;br /&gt;
|'''Social Awareness'''||Determines number of companions willing to join, applied to other Social actions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* High '''Agility''' - no less than 1:1 ratio with strength, see below, '''Toughness''','''Endurance'''&lt;br /&gt;
* Above Average '''Focus''', '''Willpower''', '''Intuition'''&lt;br /&gt;
* High '''Spatial Sense'''&lt;br /&gt;
* High '''Kinesthetic Sense'''&lt;br /&gt;
&lt;br /&gt;
These are the most frequently employed attributes for combat. The suggested amounts may be further increased by reducing other, less combat-oriented, attributes, but this naturally narrows the character's competency in combat-oriented actions in exchange for increased might and durability.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speed is an advantage and necessity in combat, which is reliant directly on '''Agility''' and indirectly on '''Strength'''. A higher starting Strength increases encumbrance limits, so you can carry more and wear heavier armor without reducing your speed. With higher '''Strength''' comes higher mass, which can nibble away at the advantages granted by higher '''Agility'''. For optimal speed potential, '''Agility''' must be in equal or higher proportion to '''Strength'''. '''Endurance''' in good proportion enables you to sustain your high speed activity and makes up for the additional blood that Strength could supply.&lt;br /&gt;
&lt;br /&gt;
The value of '''Social Awareness''' varies by physical attributes. A Peasant of average or lower physical ability benefits greatly per companion -- strength in numbers.  But a Demigod combat monster gains very little benefit per companion -- at best they serve as a decoy, so you may as well issue them a red shirt and draft their Living Will upon recruitment.&lt;br /&gt;
&lt;br /&gt;
For the purpose of a quick start, the remaining skills ('''Creativity''', '''Patience''', '''Memory''', and '''Musicality''') are self-explanatory, but you can only learn what value they are to you by playing and exploring the game. These don't contribute anything to survivability, but they can add fun to the downtime. &lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. &lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute]]s for more information. [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also hint at how each Attribute is applied.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
Starting Skill selection is dependent on your character's civilization. Starting Skill rating doesn't influence potential maximum Skill because there is no maximum. The highest rating description is &amp;quot;Legendary&amp;quot;, but your Skill rating can develop to many times over that.&lt;br /&gt;
&lt;br /&gt;
All Skills can be developed in adventuring, even from no skill (with a few exceptions such as Reading.) But some are so necessary to success that you may fail unless you get a head start in their advancement. &lt;br /&gt;
&lt;br /&gt;
Defensive skills ('''Dodger''', '''Shield User''' and '''Armor User''') are absolutely critical to survival. '''Dodger''' enables you to sidestep unblockable attacks and charges, and to passively evade unforeseen attacks (though that presents its own danger in certain terrains.) '''Shield User''' improves the rate of passive blocking, and reduces the exhaustion from active and passive blocking. '''Armor User''' reduces the encumbrance value of worn equipment to as low as 0 and reduces the penetration of attacks striking the layers of your armour. &lt;br /&gt;
&lt;br /&gt;
Make no mistake: '''Observer''' ''is a defensive skill.'' In the beginning, your defensive skills will not serve you as well as learning to anticipate your opponent's attacks and acting accordingly. When you can identify if your opponent is off-guard or open to a good chance of attack, you can strike selectively, and without exhausting your energy before you can finish the fight. Striking futilely until you reach exhaustion will leave you as vulnerable as you could possibly be.&lt;br /&gt;
&lt;br /&gt;
A good offence is the best defence, but (as Miyamoto Musashi says) you should not overspecialize in a weapon at start, but be willing to develop skills opportunistically as the best attack for the situation presents itself. Investing in '''Fighter''' Skill will start you with a broad competency in every martial form. With enough skill in this you can comfortably train other attack skills from nothing, and take advantage of the best quality weapon you come across.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling''' holds are always available to you, and to your enemies. Skill in '''Wrestling''' improves your defence against '''Wrestling''', and is the easiest form to exercise all Physical Attributes. There are less risky methods of developing Wrestling, but you may not get the opportunity to use them if you face a deadlier opponent first.&lt;br /&gt;
&lt;br /&gt;
(See [[Fighter|combat skills]] for more info, and [[Weapons]] to learn the practical utility of each weapon type.) &lt;br /&gt;
&lt;br /&gt;
'''Swimmer''' skill is needed to enter water as deep as 7/7 without drowning. It's possible but very risky and time-consuming to develop this from no skill, but starting with at least Novice will enable you to develop Physical Attributes from it sooner. Animal People do not need any skill in this, as it will never be needed or used. They also cannot gain Physical Attributes by practising it.&lt;br /&gt;
&lt;br /&gt;
At least Novice '''Reader''' is important to be able to read anything, as there is currently no way of increasing it from no skill. Reading is especially required if you wish to become a Necromancer.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Talented '''Fighter'''&lt;br /&gt;
* Proficient '''Observer'''&lt;br /&gt;
* Novice '''Swimmer''' (except Animal Person characters)&lt;br /&gt;
* Adequate '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Adequate '''Dodger'''&lt;br /&gt;
* Adequate '''Wrestler'''&lt;br /&gt;
* Novice '''Reader'''&lt;br /&gt;
&lt;br /&gt;
With high '''Fighter''', you have a great range of combat tactics. With high '''Observer''', '''Shield User''' and '''Dodger''' can be best developed through active use. '''Armor User''' can only be improved passively, which will be painful both in encumbrance costs of your armor and the beatings you will have to soak up with it. '''Wrestler''' can be improved from no skill, but some skill provides a buffer from unexpected challenges.}}&lt;br /&gt;
&lt;br /&gt;
As with Attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.&lt;br /&gt;
&lt;br /&gt;
(Read up on [[Skill|Skills]] for more information.)&lt;br /&gt;
&lt;br /&gt;
=== Appearance and personality ===&lt;br /&gt;
While your appearance has no effect in-game, your [[personality trait]]s influence your [[needs]]. As long as your needs are satisfied, your adventurer will stay focused. Have a too extreme personality, and your adventurer craves for his urges to be satisfied more easily - an adventurer that values nature highly will become unsatisfied when he doesn't see animals often enough.&lt;br /&gt;
&lt;br /&gt;
For your first playthrough, try to balance your adventurer's personality in a way that minimizes needs. Managing needs and achieving higher Focus can be very valuable to your character, but beginning with a shorter list makes it easier to learn what behaviour adjustments to make in order to satisfy them. When you have those down, you can acquire more needs later with changes in your values. &lt;br /&gt;
&lt;br /&gt;
Be sure to avoid needs that cannot currently be satisfied. The conditions for &amp;quot;Eat good meal&amp;quot; (high Immoderation and low Self-Control value) &amp;quot;Make romance&amp;quot; (high Love Propensity and high Romance value) and &amp;quot;Be with family/Be with friends&amp;quot; (high Family and Friendship values) aren't confirmed to be implemented for Adventurer mode {{version|0.42.01}} The means to satisfy &amp;quot;Self-examination&amp;quot; (high Introspection value) and &amp;quot;Take it easy&amp;quot; (low Activity Level and high Leisure value) are uncertain, if possible. The conditions to satisfy &amp;quot;Help someone&amp;quot; (high Altruism and High Sacrifice value) are extremely narrow and fraught with error (it's doable, but not feasible to keep up regularly.)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Background doesn't matter too much, although if you're '''Locally Important''', you'll start off right in a mead hall (as opposed to having to walk to one as a peasant), which usually contains plenty of weaponry and armour for you to take. You'll also be Hearthperson, who can take orders from the lord or lady in the mead hall. &lt;br /&gt;
&lt;br /&gt;
Your name has little bearing on game play, so that can be freely selected. If you customize your first name, people may comment on how unusual it is. Your name can grow with fame; as your deeds increase so will the length of your name be extended with a title given by populace and posterity. If you define something in every category at the start, then your name won't grow with fame, though it can change with infamy.&lt;br /&gt;
&lt;br /&gt;
Gender can make a difference in gameplay. Males of mammalian species have a higher average mass, which adds to base blood capacity, the effectiveness of and resistance to charge attacks, and the ability to break wrestling holds. The larger the species, the greater the difference in range and average. Females of other species may have advantages over other genders, such as the [[Antman|Queen Antman]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall or keep (if you're '''Locally Important'''). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about:&lt;br /&gt;
&lt;br /&gt;
* '''Beasts''' are any kind of creature that may be harassing people. The type of beasts range from vampires living amongst the inhabitants of a site, all the way up to titans and other mythical creatures.&lt;br /&gt;
* '''Bandits''' are groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in camps (shown by a {{Tile|{{DB}}|6:0:1}} on the map).&lt;br /&gt;
* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned houses and underground cells.&lt;br /&gt;
* '''Skulking Vermin''' are thieving kobolds, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.&lt;br /&gt;
&lt;br /&gt;
Note that you have to press {{k|k}} each time you want to continue the conversation, and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the right and the mead hall visible in the upper-left corner of the hamlet. The asterisk in the middle of all the houses represents a group, in this case a group of unfriendly goblins. The zoomed-out world map is on the right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate. This key cycles between the most-zoomed-out &amp;quot;sepia tone&amp;quot; world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.&lt;br /&gt;
&lt;br /&gt;
=== Finding some muscle ===&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|Ω}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3x3 building with a path leading from the entrance, usually surround by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3x3 yellow/brown square by itself, although sometimes it's integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings).&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}&lt;br /&gt;
Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you ask them to go on an adventure, ''not'' to lead you to some location. At first you will only be able to get three followers, but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the location is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort (or walk on the path out the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining food and drink ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Thirsty in the rain|If your character is thirsty, and it is raining, even if you do have water with you; drink the water coverings. This will help you to save water for when it is not raining, especially when you are traveling a big distance. Press {{k|e}} like you normally would and scroll all the way to the bottom. You can also drink blood from wounds - maybe a little salty in real life, but in Dwarf Fortress, it works. Note that if you drink vampire blood, you will turn into a vampire, but this early in the game you dont have to worry about that.}}&lt;br /&gt;
You will get hungry or thirsty after some time, indicated by the {{DFtext|Hungry|6:0}} or {{DFtext|Thirsty|1:0}} attributes respectively. As you should know, when this appears its time for a snack. To eat or drink, press {{k|e}} and locate some food - it can be anything, as long as it is actually food. You can &amp;quot;eat&amp;quot; something like a sword, but it will say &amp;quot;You lick the sword&amp;quot;, and you will not get less hungry or thirsty.&lt;br /&gt;
&lt;br /&gt;
==== Where can I find food? ====&lt;br /&gt;
There are many ways of obtaining food:&lt;br /&gt;
* [[Meat]] - probably the easiest to come by. Find an [[animal]] in the wilds, kill it and butcher the [[corpse]] with a sharp tool.&lt;br /&gt;
* [[Fruit]]s - they grow on the ground and on [[tree]]s during the [[calendar|summer]]. Just ensure the season is appropriate - you won't find any fruits in the winter!&lt;br /&gt;
* Certain [[Leaf]]-bearing plants are edible and grow year-round.&lt;br /&gt;
* Exploring human and dwarf [[site]]s - there are [[bag]]s of food stored in the houses. Some Shaping Trees in Forest Retreats may have fruits and vegetables in or out of season. Or you can buy some in City-sized human, dwarven and elven settlements.&lt;br /&gt;
&lt;br /&gt;
And if you search for something to quench your thirst:&lt;br /&gt;
* Drink fresh [[water]] directly from a [[river]], or fill your waterskin with it.&lt;br /&gt;
* Hamlets and Cities can have [[Well]]s if they have developed enough. The building interact key (default {{K|u}}) can draw a bucket of water (or ice) from it, which can be drunk or filled from.&lt;br /&gt;
* [[Snow]] can be found in cold biomes. Pick some from the ground and melt it near a [[campfire]].&lt;br /&gt;
* You can drink [[blood]], even when you aren't a [[vampire]]. Wound a creature to make it bleed and then pick some blood from the bloody pool.&lt;br /&gt;
* If you fancy to drink [[alcohol]], search for [[barrel]]s of [[booze]] inside dwarven [[fortress]]es. Or order a drink at a [[Tavern]].&lt;br /&gt;
&lt;br /&gt;
=== Getting some rest ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|1:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
=== Finding your target ===&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. By default you will get a list of events. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target (if it's possible to), showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities. If there are a lot of items to go through, you can use {{k|f}} to filter the list.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|d}} to exit fast travel mode. (If you want to come out of fast travel mode sneaking, press {{k|s}} and then {{k|d}}.)&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). Continue to move in the indicated direction until you find the target that you're supposed to kill. This won't work if your target is in the sewers unless you are in the sewers and standing on a ramp, but it will lead you to a lair entrance or the middle of a bandit camp.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
==== Movement and positioning ====&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to wait 10 instants (or {{k|,}} to wait just one) once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time. Green symbols that may appear next to you or others show the direction in which people are headed, which can be useful in positioning yourself.&lt;br /&gt;
&lt;br /&gt;
If you need to catch up with someone, or change your sneak status, use {{k|S}} to pull up the movement dialog. This dialog controls the speed at which you move, and whether or not you're sneaking. If you're sneaking, you will see three-dimensional vision cones for people.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you may not have any decent armor yet. Press {{k|.}} or {{k|,}} to skip instants if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
==== Attacking effectively ====&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it (most effectively by spreading the rumor of your deeds), raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a follow-up headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
* '''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to step away/sideways, or use the Advanced Interaction ({{key|I}}) menu.&lt;br /&gt;
&lt;br /&gt;
* '''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralize your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a difficult place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
* '''Enemies behind you get a higher hit chance.''' You want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
&lt;br /&gt;
* You can select different styles for any aimed attack. Quick and wild attacks sacrifice power and/or accuracy for speed (leading to a greater chance that you will hit your target), while heavy and precise attacks sacrifice speed for increased power and/or accuracy. The speedier styles are good for initial hits, and the slower styles are good for finishing blows.&lt;br /&gt;
&lt;br /&gt;
=== Looting ===&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Severed heads can be left behind (although they can be used as a rather morbid way of showing people what you've done).&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet). However, if you have too many things in your inventory you will be slowed down (indicated by a slower speed number, less than 1 if you're in the default walk pace) and may lose your next fight because of it.&lt;br /&gt;
&lt;br /&gt;
If you must choose which items to keep, try to keep the ones of the best material and [[item quality]].&lt;br /&gt;
&lt;br /&gt;
=== Completing quests ===&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. {{DFtext|Brag about your past violent acts}} isn't as effective as {{DFtext|Bring up specific incident or rumor (new menu)}}. It is not necessary to return to the individual who told you about the trouble to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at the usual locations or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress, keep, or mead hall as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Checking things out ===&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}emove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
You can look at tracks nearby using {{k|K}}. If there are any obvious directions to pursue, a box under the &amp;quot;closest locations&amp;quot; box will tell you which way to follow particular tracks. {{k|Alt}}+{{k|k}} will give you a summary of the tracks right under you. {{k|o}} and {{k|O}} deal in odor detection.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|m}} to display nearby structures. Walk around a bit and you should find some shops. Press {{k|d}} to appear on the road outside of them. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade}} with you. In fast-travel mode, the list of significant buildings will tell you the shops available in that particular 3x3 square of land.&lt;br /&gt;
&lt;br /&gt;
=== What next? ===&lt;br /&gt;
The next thing you should do is work on getting a full set of armour unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armour. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armour shops to find all the armour pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armour. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
You can also rummage around in fortresses, keeps, and mead halls for equipment.&lt;br /&gt;
&lt;br /&gt;
After you've armoured up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also {{DFtext|Ask about the surrounding area}}, which can reveal lairs and other hidden sites on the map. You should probably avoid any non-quest lairs in the beginning, though, as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for longer journeys ===&lt;br /&gt;
If you plan to visit sites that are very far away, you need to make a few preparations.&lt;br /&gt;
==== Planning your route ====&lt;br /&gt;
Traveling in Quick Travel mode is very fast, so you want to maximize the time you spend there. Most importantly, you cannot cross rivers and mountain ranges while quick traveling. You can leave the quick travel screen and jump over or swim through them, but companions won't do that. Reentering the quick travel screen will make them follow you, but that might not always work. If you can avoid it, move around rivers. Note that brooks (lighter color) ''can'' be crossed in quick travel. While getting past rivers is relatively fast, crossing a large mountain range can take a while. &lt;br /&gt;
&lt;br /&gt;
Ideally, you plan your route so you walk most of the time in roughly the middle of a land mass so rivers originate left and right of you and drain into the oceans away from you. If there are settlements along a river, they will have bridges you can use to cross without leaving quick travel. Avoid mountain ranges altogether unless they're narrow and going around would take longer.&lt;br /&gt;
&lt;br /&gt;
==== Securing more supplies ====&lt;br /&gt;
On long journeys, your original few units of food and water won't last very long. You can carry more food, but unless you find another waterskin, you won't be able to carry more than 3 units of water. As such, you should try to travel in the vicinity of rivers and refill your waterskin (by {{k|I}}nteracting with it while standing on or next to a water tile) if you get the opportunity &amp;amp;ndash; for example a river you have to cross anyway. You will rarely find rivers in mountain ranges, and as you might expect, crossing a desert will give you no chance to refill your water skin either. Glaciers, on the other hand, have infinite water everywhere: Just fill your waterskin with snow, then make a [[campfire]] by pressing {{k|g}} (you might need to scroll down to find the entry) and use the {{k|I}}nteract menu standing next to it to melt the snow.&lt;br /&gt;
&lt;br /&gt;
Food is relatively easy to get: Killing a single medium-sized animal will give you an ample amount of edible items. After killing, stand on the corpse of the animal and press {{k|x}} to open the actions menu. Select &amp;quot;butcher&amp;quot; and move your cursor to the right, selecting the corpse you want to butcher. Press {{k|→}} again to pick the tool that you want to use. Press {{k|Enter}} and you will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself.&lt;br /&gt;
If you're having difficulty catching up to animals that run away, try [[Ambusher#Adventurer Mode|sneaking]] up on them.&lt;br /&gt;
&lt;br /&gt;
=== After that? ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read through the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237502</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237502"/>
		<updated>2018-09-13T04:02:03Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Undo revision 237501 by 110.145.128.74 (talk)&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
As of v0.43.05, the three downloads linked on the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder by opening &amp;quot;Dwarf Fortress.exe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 update the SDL_ttf library] to run Dwarf Fortress. {{bug|7389}}&lt;br /&gt;
* [https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg Download] SDL_ttf 2.0.11 and replace the file libs/SDL_ttf.framework with the one from the downloaded folder.&lt;br /&gt;
&lt;br /&gt;
On OS X 10.11 and above, for the 32-bit version of DF only, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2624#c33110 update the SDL library]:&lt;br /&gt;
* [https://www.libsdl.org/release/SDL-1.2.15.dmg Download] SDL 1.2.15 and replace the file libs/SDL.framework with the one from the downloaded folder&lt;br /&gt;
&lt;br /&gt;
Alternatively, instead of replacing SDL, you can change the PRINT_MODE setting in data/init/[[init.txt]] to STANDARD (or anything not related to 2D). {{bug|2624}}&lt;br /&gt;
&lt;br /&gt;
Retina display users will also need to change PRINT_MODE to STANDARD (or any non-2D option) in [[init.txt]]. {{bug|6031}}&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled editions are available for Dwarf Fortress. For older versions you can run the 32-bit compiled edition with a 64-bit system, provided that you have the (32-bit) shared libraries available that the program needs. Note that users of 32-bit systems have to click the All Versions button on the Dwarf Fortress download page in order to get the 32-bit edition.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call (replacing &amp;quot;XX_YY&amp;quot; with the numbers in the most current Dwarf Fortress file version, found on the [http://www.bay12games.com/dwarves/ site]):&lt;br /&gt;
&amp;lt;code&amp;gt;wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
(where df_XX_YY_linux.tar.bz2 is the filename).  Then&lt;br /&gt;
 cd df_linux&lt;br /&gt;
to change into the new directory, and&lt;br /&gt;
 ./df&lt;br /&gt;
to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases.)&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose one of a 32-bit or 64-bit architectures. The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate a 64-bit or a 32-bit system respectively.&lt;br /&gt;
&lt;br /&gt;
All that's needed now is to install the required dependencies. If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them. Use your distribution's package manager for this -- details will be extremely distribution-specific. You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries. Specific installation commands for some popular distributions are listed below.&lt;br /&gt;
&lt;br /&gt;
Since Dwarf Fortress 0.43.05 is now compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of Dwarf Fortress on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
==== 64bit ====&lt;br /&gt;
&lt;br /&gt;
The error: &lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or &lt;br /&gt;
  directory&lt;br /&gt;
 &lt;br /&gt;
indicates you are missing one or more libraries.&lt;br /&gt;
&lt;br /&gt;
In Ubuntu 16 you can solve it with the command:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of Dwarf Fortress older than 0.43.05, you'll need to install the 32bit versions of the libraries. You can do this like:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
Otherwise, it's just a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
In Linux Mint 18 you might come across the error:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: &lt;br /&gt;
  No such file or directory&lt;br /&gt;
&lt;br /&gt;
Download and install the missing library with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
==== 32bit ====&lt;br /&gt;
Nice and easy:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run Dwarf Fortress, which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
Some other tool are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit Dwarf Fortress manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit Dwarf Fortress you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group. Any edits to game files must be done in the '.dwarffortress' directory in the user's home directory, not /opt/dwarffortress.&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]. Note that the &amp;lt;code&amp;gt;SigLevel&amp;lt;/code&amp;gt; line may not be present under [multilib] and it will most likely be higher up in the pacman.conf. This is fine and you can then simply remove the pound symbol from the two other lines.&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Syyu&lt;br /&gt;
&lt;br /&gt;
===== Sound and Graphics =====&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and your graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
You will also need to install a 32-bit graphics driver. Install the driver from multilib that corresponds to your driver/device on [https://wiki.archlinux.org/index.php/Xorg#Driver_installation this chart]. ''For example'', if you have xf86-video-nouveau installed, you would run:&lt;br /&gt;
  pacman -S lib32-mesa-libgl&lt;br /&gt;
&lt;br /&gt;
If you don't know what driver/device you're currently using run:&lt;br /&gt;
  lspci -k&lt;br /&gt;
&lt;br /&gt;
Find the line that starts with &amp;quot;VGA compatible controller.&amp;quot; Your driver will be listed under &amp;quot;kernel driver in use&amp;quot;, like so:&lt;br /&gt;
  01:00.0 VGA compatible controller: NVIDIA Corporation GK106M [GeForce GTX 765M] (rev a1)&lt;br /&gt;
          Subsystem: ASUSTeK Computer Inc. Device 119d&lt;br /&gt;
          Kernel driver in use: nvidia&lt;br /&gt;
          Kernel modules: nouveau, nvidia&lt;br /&gt;
&lt;br /&gt;
If you are using/wish to use the AMD catalyst drivers, please note that they are no longer available within the main arch repositories. You will have to install them from the AUR. [https://wiki.archlinux.org/index.php/AMD_Catalyst#Installation See here for more information.]&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, you may also want to install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but Dwarf Fortress by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a a Dwarf Fortress [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ==== &lt;br /&gt;
&lt;br /&gt;
Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run Dwarf Fortress (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=237500</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=237500"/>
		<updated>2018-09-13T04:01:12Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Reversion of Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
:''For tutorials about fortress mode, see [[tutorials]].''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventurer mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
The Dwarf fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic features ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s under the surface, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]]. Historical events will show up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
{{Main|Embark}}&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is the embarking process and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay user interface ==&lt;br /&gt;
{{Main|Interface}}&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} &amp;amp;ndash; Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
*{{DFtext|Key Bindings}} &amp;amp;ndash; A UI for changing the [[Key bindings]].&lt;br /&gt;
*{{DFtext|Export Local Image}} &amp;amp;ndash; Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].&lt;br /&gt;
*{{DFtext|Music and Sound}} &amp;amp;ndash; Options related to the [[Music | Music]].&lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;nbsp; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Retire the Fortress}} &amp;lt;!-- TODO look up exact label --&amp;gt; &amp;amp;ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in DFHack, Windows Task Manager, or the Linux &amp;quot;kill&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
=== Main map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, drinking, and sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and immigration ===&lt;br /&gt;
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, labors and skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
{{Main|Mining}}&lt;br /&gt;
&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging out tunnels and spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
{{Main|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[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. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Rooms, furniture, and portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining rooms ===&lt;br /&gt;
{{Main|Room}}&lt;br /&gt;
&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, grates, and bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
{{Main|Construction}}&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Walls, floors, and stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{Main|Trading}}&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and combat ==&lt;br /&gt;
{{Main|Military}}&lt;br /&gt;
:''See also: [[Military interface]]''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and healthcare ==&lt;br /&gt;
{{Main|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
{{Main|Burrow}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
{{Main|Macros and Keymaps}}&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference sheet ==&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237499</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=237499"/>
		<updated>2018-09-13T03:59:17Z</updated>

		<summary type="html">&lt;p&gt;Laterigrade: Undo revision 237498 by 110.145.128.74 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
As of v0.43.05, the three downloads linked on the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder by opening &amp;quot;Dwarf Fortress.exe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 update the SDL_ttf library] to run Dwarf Fortress. {{bug|7389}}&lt;br /&gt;
* [https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg Download] SDL_ttf 2.0.11 and replace the file libs/SDL_ttf.framework with the one from the downloaded folder.&lt;br /&gt;
&lt;br /&gt;
On OS X 10.11 and above, for the 32-bit version of DF only, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2624#c33110 update the SDL library]:&lt;br /&gt;
* [https://www.libsdl.org/release/SDL-1.2.15.dmg Download] SDL 1.2.15 and replace the file libs/SDL.framework with the one from the downloaded folder&lt;br /&gt;
&lt;br /&gt;
Alternatively, instead of replacing SDL, you can change the PRINT_MODE setting in data/init/[[init.txt]] to STANDARD (or anything not related to 2D). {{bug|2624}}&lt;br /&gt;
&lt;br /&gt;
Retina display users will also need to change PRINT_MODE to STANDARD (or any non-2D option) in [[init.txt]]. {{bug|6031}}&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled editions are available for Dwarf Fortress. For older versions you can run the 32-bit compiled edition with a 64-bit system, provided that you have the (32-bit) shared libraries available that the program needs. Note that users of 32-bit systems have to click the All Versions button on the Dwarf Fortress download page in order to get the 32-bit edition.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call (replacing &amp;quot;XX_YY&amp;quot; with the numbers in the most current Dwarf Fortress file version, found on the [http://www.bay12games.com/dwarves/ site]):&lt;br /&gt;
&amp;lt;code&amp;gt;wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
(where df_XX_YY_linux.tar.bz2 is the filename).  Then&lt;br /&gt;
 cd df_linux&lt;br /&gt;
to change into the new directory, and&lt;br /&gt;
 ./df&lt;br /&gt;
to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases.)&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose one of a 32-bit or 64-bit architectures. The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate a 64-bit or a 32-bit system respectively.&lt;br /&gt;
&lt;br /&gt;
All that's needed now is to install the required dependencies. If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them. Use your distribution's package manager for this -- details will be extremely distribution-specific. You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries. Specific installation commands for some popular distributions are listed below.&lt;br /&gt;
&lt;br /&gt;
Since Dwarf Fortress 0.43.05 is now compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of Dwarf Fortress on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
==== 64bit ====&lt;br /&gt;
&lt;br /&gt;
The error: &lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or &lt;br /&gt;
  directory&lt;br /&gt;
 &lt;br /&gt;
indicates you are missing one or more libraries.&lt;br /&gt;
&lt;br /&gt;
In Ubuntu 16 you can solve it with the command:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of Dwarf Fortress older than 0.43.05, you'll need to install the 32bit versions of the libraries. You can do this like:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
Otherwise, it's just a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
In Linux Mint 18 you might come across the error:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: &lt;br /&gt;
  No such file or directory&lt;br /&gt;
&lt;br /&gt;
Download and install the missing library with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libSDL-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
==== 32bit ====&lt;br /&gt;
Nice and easy:&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libglu1-mesa libopenal1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run Dwarf Fortress, which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
Some other tool are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit Dwarf Fortress manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit Dwarf Fortress you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group. Any edits to game files must be done in the '.dwarffortress' directory in the user's home directory, not /opt/dwarffortress.&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]. Note that the &amp;lt;code&amp;gt;SigLevel&amp;lt;/code&amp;gt; line may not be present under [multilib] and it will most likely be higher up in the pacman.conf. This is fine and you can then simply remove the pound symbol from the two other lines.&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Syyu&lt;br /&gt;
&lt;br /&gt;
===== Sound and Graphics =====&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and your graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
You will also need to install a 32-bit graphics driver. Install the driver from multilib that corresponds to your driver/device on [https://wiki.archlinux.org/index.php/Xorg#Driver_installation this chart]. ''For example'', if you have xf86-video-nouveau installed, you would run:&lt;br /&gt;
  pacman -S lib32-mesa-libgl&lt;br /&gt;
&lt;br /&gt;
If you don't know what driver/device you're currently using run:&lt;br /&gt;
  lspci -k&lt;br /&gt;
&lt;br /&gt;
Find the line that starts with &amp;quot;VGA compatible controller.&amp;quot; Your driver will be listed under &amp;quot;kernel driver in use&amp;quot;, like so:&lt;br /&gt;
  01:00.0 VGA compatible controller: NVIDIA Corporation GK106M [GeForce GTX 765M] (rev a1)&lt;br /&gt;
          Subsystem: ASUSTeK Computer Inc. Device 119d&lt;br /&gt;
          Kernel driver in use: nvidia&lt;br /&gt;
          Kernel modules: nouveau, nvidia&lt;br /&gt;
&lt;br /&gt;
If you are using/wish to use the AMD catalyst drivers, please note that they are no longer available within the main arch repositories. You will have to install them from the AUR. [https://wiki.archlinux.org/index.php/AMD_Catalyst#Installation See here for more information.]&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, you may also want to install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but Dwarf Fortress by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a a Dwarf Fortress [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ==== &lt;br /&gt;
&lt;br /&gt;
Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run Dwarf Fortress (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Laterigrade</name></author>
	</entry>
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