<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Leonidas</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Leonidas"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Leonidas"/>
	<updated>2026-04-04T15:49:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Leonidas&amp;diff=257846</id>
		<title>User talk:Leonidas</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Leonidas&amp;diff=257846"/>
		<updated>2021-04-25T18:43:48Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[Dwarf Fortress Wiki:Community Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gabbro ==&lt;br /&gt;
&lt;br /&gt;
Exactly how were these gabbro grates configured such that they &amp;quot;vanished under the magma&amp;quot;? Were there any building destroyers (such as magma men or fire men from the magma sea) nearby? Were they linked to levers? --[[User:Quietust|Quietust]] 16:08, 26 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Book theft ==&lt;br /&gt;
&lt;br /&gt;
Any particular reason for removing your description on library page? --[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 09:56, 25 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
IIRC, this book-theft trick is not a good idea. Scholars won't be productive if assigned to a library without books.&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=254942</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=254942"/>
		<updated>2020-09-20T15:18:32Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Added a diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
[[File:Ramp Diagram 2.jpg|200px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when examined using the Loo{{K|k}} cursor.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] '''can''' be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have a walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from any of the 8 adjacent spaces on the same z-level. Dwarves can similarly [[channel]] down from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space. Note that a [[stone]] may be left from the material on the level where the ramp had been designated, but a tile simultaneously dug ''above'' the ramp will never generate a stone; the upper level must be dug out separately for that chance.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramping versus channeling ==&lt;br /&gt;
&lt;br /&gt;
When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels).&lt;br /&gt;
&lt;br /&gt;
You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though.&lt;br /&gt;
&lt;br /&gt;
Digging channels 2z above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
&lt;br /&gt;
Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted.&lt;br /&gt;
&lt;br /&gt;
Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' is dug below one, the floor above remains intact, but items on the tile above the ramp will fall down as if the floor above the ramp had been removed.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ramp_Diagram_2.jpg&amp;diff=254941</id>
		<title>File:Ramp Diagram 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ramp_Diagram_2.jpg&amp;diff=254941"/>
		<updated>2020-09-20T15:14:48Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Side-view diagram of a functioning ramp&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=254411</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=254411"/>
		<updated>2020-08-14T00:31:03Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:old_library.jpg|thumb|250px|right|A medieval library.]]'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone. Scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort. &lt;br /&gt;
&lt;br /&gt;
==Obtaining Scholars and Books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort. So it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission|missions]] or with [[adventurer mode|adventurers]]. [[legends|Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=254410</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=254410"/>
		<updated>2020-08-13T23:57:19Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:old_library.jpg|thumb|250px|right|A medieval library.]]'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
If the library permits [[visitor]]s, scholars from civilizations around the world will come to your library, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. On rare occasions, they will petition to become a permanent part of your fortress for the purpose of studying.&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone. Scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort. &lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reader&amp;diff=254384</id>
		<title>Reader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reader&amp;diff=254384"/>
		<updated>2020-08-10T17:51:30Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Exceptional|15:28, 12 August 2013 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Reader&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Memory&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Reader''' is a skill used in [[adventurer mode]] to read objects containing writing, such as [[book]]s, signs and [[slab]]s (both built and unbuilt). The skill can be assigned points during [[adventurer mode#Character Creation|character creation]]. Currently, being a [[skill|novice]] reader is enough to read anything; getting a higher skill is regarded as a waste of points. &lt;br /&gt;
&lt;br /&gt;
'''How to read:'''&lt;br /&gt;
*Pick up ({{k|g}}) the object you want to read, either putting it in your inventory or holding it in your hands.&lt;br /&gt;
*Press {{k|I}}.&lt;br /&gt;
*Select the object you wish to read from your inventory list by pressing the letter it is represented by.&lt;br /&gt;
*Press {{k|a}} to select &amp;quot;Read&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have at least Novice skill in reader, all the information contained in the object will be shown. If the object contained a secret, you will learn it if you meet the secret's requirements. Since [[necromancer|necromancy]] can only be obtained through reading books or slabs containing the secrets of life and death, it is required for you to be at least a novice reader in order to become a necromancer in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Readingpoemnecrosecret.PNG]]&lt;br /&gt;
&lt;br /&gt;
If you have no reader skill at all, you will simply be told that {{DFtext|You cannot read.|4:1}}.&lt;br /&gt;
  &lt;br /&gt;
Looking at the object/building's description will also reveal some information about its contents-all information contained on memorial slabs and shop signs, for example, can be seen here. However, examining a book you have not read before will leave you with {{DFtext|You have not read this book yet.|7:0}} and examining secret-containing slabs will only give you the name of the secret it contains, such as {{DFtext|The slab reads &amp;quot;The secrets of life and death&amp;quot;.|7:0}} &lt;br /&gt;
&lt;br /&gt;
On the other hand, examining these objects/buildings if you are illiterate will give you this message:&lt;br /&gt;
{{DFtext|There is writing in the book/on the slab, but you cannot read.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Reader experience is gained slowly by reading new books. Re-reading the same books doesn't seem to increase the skill. Currently a high reader skill doesn't seem to affect anything related to reading, although it will raise the associated [[attributes]]. &lt;br /&gt;
&lt;br /&gt;
Within adventure mode, there is no way for an illiterate character to gain Reader XP, and therefore no way to learn to read. So you may want to raise this skill to Novice during character creation.&lt;br /&gt;
&lt;br /&gt;
Reader is currently used in [[fortress mode]] to read written [[quire]]s, [[codex|codices]] and [[scroll]]s.  Its exact benefit is unknown. In fortress mode, the Reader skill is not required to read books and gain experience. So an illiterate adventurer could learn to read by retiring into a player fort, and then reading books during fortress mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bookcase&amp;diff=254137</id>
		<title>Bookcase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bookcase&amp;diff=254137"/>
		<updated>2020-07-31T00:19:29Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:30, 6 February 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{furniture|name=Bookcase&lt;br /&gt;
|tile=≡|col=0:7:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Library]]&lt;br /&gt;
}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Bookcases''' are [[furniture]] used in [[library|libraries]] to store written [[book]]s. They are {{k|b}}uilt using {{k|Alt}}+{{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Bookcases can be crafted from 1 log in the [[carpenter's workshop]], 2 bars in the [[metalsmith's forge]], 1 bag of [[sand]] in the [[glass furnace]], or 1 stone in the [[craftsdwarf's workshop]]. A rock bookcase can also be crafted at a [[mason's workshop]], but it still requires the stonecrafting skill. Bookcases are stockpiled in furniture stockpiles under &amp;quot;Other Large Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is not easy to find how many books a bookcase will hold (codices do not have a fixed size). A bookcase should be capable of between 200 and 500 codices, so not many bookcases are needed for small libraries. A single bookcase can hold 500 scrolls or 1,000 quires.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_BOOKCASE}}}}&lt;br /&gt;
[[Ru:Bookcase]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=253958</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=253958"/>
		<updated>2020-07-19T18:41:47Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Deleted what I wrote about preventing book theft.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:old_library.jpg|thumb|250px|right|A medieval library.]]'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
If the library permits [[visitor]]s, scholars from civilizations around the world will come to your library, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. On rare occasions, they will petition to become a permanent part of your fortress for the purpose of studying.&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=253952</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=253952"/>
		<updated>2020-07-19T14:37:30Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*All the drinks are gone. Start brewing immediately.&lt;br /&gt;
*All cabinets and chests are deconstructed. Nobles are unhappy with their bedrooms.&lt;br /&gt;
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Contents of bins and barrels are dumped out.&lt;br /&gt;
*Pasture settings are cleared, however, the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be there; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
*Cooking/brewing preferences are lost.&lt;br /&gt;
*Named pets will remain on the animals list even though their owners have left the fortress.&lt;br /&gt;
*If an embark includes surface water that freezes and thaws, dwarves may fall in and drown during retirement.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
* Fortresses with water or magma works may end up partially or fully flooded during the retirement/abandonment period, even if there was no way for the fortress to accidentally flood while active.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=253789</id>
		<title>Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=253789"/>
		<updated>2020-07-03T23:54:28Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif|thumb|500px|The most important status changes]]&lt;br /&gt;
== Flashing ==&lt;br /&gt;
{{Tile|☺|4:1}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|4:0}} '''[[Legendary]]:''' The dwarf has a [[skill]] that has reached Legendary level - take care of these fellows. Notable [[historical figure]]s (including [[megabeast]]s) also flash, but at a different rate.&lt;br /&gt;
* {{Tile|☺|6:0:1}} '''[[fire|On Fire]]:''' The dwarf is on fire. The tile flashes quickly between red and yellow. Other creatures on fire flash as well. Already yellow dwarfs or creatures such as a carpenter, spearmaster, etc. will flash to red.&lt;br /&gt;
* {{Tile|X|0:1}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
* {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination. Tame animals will get this while they are being dragged to a [[restraint]], [[cage]], or [[butcher's shop]].&lt;br /&gt;
* {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job, or momentarily flashes after finishing a task.&lt;br /&gt;
* {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|&amp;amp;#124;|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
* {{Tile|↓|6:0}} '''Hungry:''' The dwarf needs [[food]] badly, or a grazing animal needs to eat [[grass]]. &lt;br /&gt;
* {{Tile|↓|1:1}} '''Thirsty:''' The dwarf needs [[water]] or [[alcohol]].&lt;br /&gt;
* {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants [[sleep]].&lt;br /&gt;
* {{Tile|↓|4:1}} '''Stressed:''' The dwarf is feeling the effects of [[stress]]. Not a good sign for a fortress, as it can lead to emotional breakdowns (detailed on the Stress page) and eventual [[insanity]] if left to accumulate.&lt;br /&gt;
* {{Tile|↓|6:1}} '''Distracted{{version|0.42.01}}:''' The dwarf is distracted by unmet [[need]]s.&lt;br /&gt;
* {{Tile|Z|0:1}} '''[[Sleep|Sleeping]]:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
* {{Tile|!|7:1}} '''[[Strange mood|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, the dwarf will have a skill increase to [[Legendary]], along with attributes. If the required workshop and items are not available, the dwarf will eventually go insane, berserk, or melancholy.&lt;br /&gt;
* {{Tile|!|5:1}} '''Possessed:''' The same thing as a [[Strange mood|fey mood]], but without the skill increase.&lt;br /&gt;
* {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as a [[Strange mood|fey mood]], though with more cryptic clues.&lt;br /&gt;
* {{Tile|!|5:0}} '''Fell Mood:''' Similar to a [[Strange mood|fey mood]], except the individual will murder a fellow dwarf and use the corpse to make the artifact.&lt;br /&gt;
* {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
* {{Tile|!|6:1}} '''[[Stress|Emotional breakdown]]:''' The dwarf is throwing a tantrum, this can lead to injuries and damage to buildings. Don't ever ignore a dwarf in this state, however, and take measures to relieve stress for that dwarf. &lt;br /&gt;
* {{Tile|!|3:0}} '''[[Stress|Emotional breakdown]]:''' The dwarf is stumbling around obliviously. This is a less violent emotional breakdown, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* {{Tile|!|6:0}} '''[[Stress|Emotional breakdown]]:''' The dwarf has slipped into depression, and is completely unresponsive to the world. It's temporary, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* {{Tile|!|3:1}} '''[[Insanity|Madness]]:''' Dwarves (and [[merchant]]s) may eventually go crazy and babble, leading to this icon. Madness may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Stark raving mad creatures move erratically around while randomly removing and dropping articles of clothing until they die of hunger or thirst. Madness is a form of insanity. &lt;br /&gt;
* {{Tile|!|1:1}} '''[[Insanity|Melancholy]]:''' Dwarves (and [[merchant]]s) may eventually become unbearably depressed, leading to this icon. Melancholy may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Melancholy creatures sulk around slowly until they die of hunger or thirst or commit suicide in a lake or chasm. Melancholy is a form of insanity.&lt;br /&gt;
* {{Tile|!|4:1}} '''[[Insanity|Berserk]]:''' Dwarves (and [[merchant]]s) may eventually enter a homicidal rage, leading to this icon. Berserk rage may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Berserk creatures attack any creatures in sight until they die of hunger or thirst or are dealt with by the military. Berserk is an extremely dangerous form of insanity.&lt;br /&gt;
* {{Tile|!|4:0}} '''Enraged:''' A creature may become enraged when faced with insurmountable odds, particularly after another creature nearby is killed, or in response to a non-critical strike to the head. An Enraged being strikes more powerfully, but can only perform wild attacks, charges, and wrestling maneuvers. The frequency rate of Enragement is dependent on [[Personality_trait#Facets|Anger Propensity]].&lt;br /&gt;
* {{Tile|!|2:1}} '''[[Martial trance|Martial Trance]]:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf/index.php?topic=18055.0 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
* {{Tile|!|1:1:1}} '''Terrified:''' Scared and probably running away from danger.&lt;br /&gt;
* {{Tile|☺|4:5:1}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
* {{Tile|+|6:7:1}} '''Minor [[Wound|Injury]]:''' Any wound that leaves only one hand in working condition, including severings. Minor blood loss (Listed as &amp;quot;Faint&amp;quot; in wounds screen.) will also trigger this status flag.&lt;br /&gt;
* {{Tile|+|4:7:1}} '''Major [[Wound|Injury]]:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permanently as he goes about his day. Major blood loss (Listed as &amp;quot;Pale&amp;quot; in wounds screen.) will also trigger this status flag.&lt;br /&gt;
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move or breathe, and may suffocate while in this state. Caused by [[syndrome|poison]] or severe brain damage.&lt;br /&gt;
* {{Tile|X|3:1}} '''Stunned:''' Dwarves can be stunned because of pain, or from being thrown during wrestling. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a [[cave-in]], or as a result of minor [[cave adaptation]]. Stunned creatures suffer major penalties to their skills.&lt;br /&gt;
* {{Tile|X|2:1}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
* {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
* {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a [[trap]] will trigger it, with messy and/or humorous results.&lt;br /&gt;
* {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems. Feverish dwarves appear to have some of the mental attributes lowered. Fevers are commonly caused by syndromes.&lt;br /&gt;
* {{Tile|X|6:0:1}} '''Yielding:''' The creature is attempting to surrender. Adventure mode only.&lt;br /&gt;
* {{Tile|&amp;quot;|5:1}} '''Playing Make Believe{{version|0.42.01}}:''' A dwarven [[child]] is playing without the need for a [[toy]].&lt;br /&gt;
* {{Tile|&amp;quot;|1:1}} '''Telling a Story{{version|0.42.01}}:''' Dwarves in [[tavern]]s will tell stories to their fellows.&lt;br /&gt;
* {{Tile|&amp;quot;|3:1}} '''Reciting Poetry{{version|0.42.01}}:''' A [[poet]] is reciting poetry.&lt;br /&gt;
* {{Tile|♫|3:1}} '''[[Performer|Performing]]{{version|0.42.01}}:''' Dwarves and [[visitor]]s in [[tavern]]s will sing, dance, and play [[instrument]]s.&lt;br /&gt;
In addition to the above symbols, creatures [[hauling]] an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Non-flashing==&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:6:1}} '''Prone:''' The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. As Prone creatures move and work significantly slower, make sure to remember to {{k|s}}tand up if this happens in [[adventure mode]].&lt;br /&gt;
* {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall, or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
* {{Tile|☺|1:1:1}} '''Under Water:''' The creature is - you guessed it - under water. If a large fish is not in this state, it is [[Swimmer#Drowning|air-drown]]ing.&lt;br /&gt;
* {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a [[giant cave spider]]'s web.&lt;br /&gt;
* {{Tile|☺|0:5:0}} '''Last seen:''' Indicates a hidden tile that contained a creature when last visible. Adventure mode only.&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress. 'e's an ex-dwarf! Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Status icon]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=253788</id>
		<title>Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=253788"/>
		<updated>2020-07-03T23:53:22Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif|thumb|500px|The most important status changes]]&lt;br /&gt;
== Flashing ==&lt;br /&gt;
{{Tile|☺|4:1}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|4:0}} '''[[Legendary]]:''' The dwarf has a [[skill]] that has reached Legendary level - take care of these fellows. Notable [[historical figure]]s (including [[megabeast]]s) also flash, but at a different rate.&lt;br /&gt;
* {{Tile|☺|6:0:1}} '''[[fire|On Fire]]:''' The dwarf is on fire. The tile flashes quickly between red and yellow. Other creatures on fire flash as well. Already yellow dwarfs or creatures such as a carpenter, spearmaster, etc. will flash to red.&lt;br /&gt;
* {{Tile|X|0:1}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
* {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination. Tame animals will get this while they are being dragged to a [[restraint]], [[cage]], or [[butcher's shop]].&lt;br /&gt;
* {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job, or momentarily flashes after finishing a task.&lt;br /&gt;
* {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|&amp;amp;#124;|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
* {{Tile|↓|6:0}} '''Hungry:''' The dwarf needs [[food]] badly, or a grazing animal needs to eat [[grass]]. &lt;br /&gt;
* {{Tile|↓|1:1}} '''Thirsty:''' The dwarf needs [[water]] or [[alcohol]].&lt;br /&gt;
* {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants [[sleep]].&lt;br /&gt;
* {{Tile|↓|4:1}} '''Stressed:''' The dwarf is feeling the effects of [[stress]]. Not a good sign for a fortress, as it can lead to emotional breakdowns (detailed on the Stress page) and eventual [[insanity]] if left to accumulate.&lt;br /&gt;
* {{Tile|↓|6:1}} '''Distracted{{version|0.42.01}}:''' The dwarf is distracted by unmet [[need]]s.&lt;br /&gt;
* {{Tile|Z|0:1}} '''[[Sleep|Sleeping]]:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
* {{Tile|!|7:1}} '''[[Strange mood|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, the dwarf will have a skill increase to [[Legendary]], along with attributes. If the required workshop and items are not available, the dwarf will eventually go insane, berserk, or melancholy.&lt;br /&gt;
* {{Tile|!|5:1}} '''Possessed:''' The same thing as a [[Strange mood|fey mood]], but without the skill increase.&lt;br /&gt;
* {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as a [[Strange mood|fey mood]], though with more cryptic clues.&lt;br /&gt;
* {{Tile|!|5:0}} '''Fell Mood:''' Similar to a [[Strange mood|fey mood]], except the individual will murder a fellow dwarf and use the corpse to make the artifact.&lt;br /&gt;
* {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
* {{Tile|!|6:1}} '''[[Stress|Emotional breakdown]]:''' The dwarf is throwing a tantrum, this can lead to injuries and damage to buildings. Don't ever ignore a dwarf in this state, however, and take measures to relieve stress for that dwarf. &lt;br /&gt;
* {{Tile|!|3:0}} '''[[Stress|Emotional breakdown]]:''' The dwarf is stumbling around obliviously. This is a less violent emotional breakdown, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* {{Tile|!|6:0}} '''[[Stress|Emotional breakdown]]:''' The dwarf has slipped into depression, and is completely unresponsive to the world. It's temporary, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* {{Tile|!|3:1}} '''[[Insanity|Madness]]:''' Dwarves (and [[merchant]]s) may eventually go crazy and babble, leading to this icon. Madness may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Stark raving mad creatures move erratically around while randomly removing and dropping articles of clothing until they die of hunger or thirst. Madness is a form of insanity. &lt;br /&gt;
* {{Tile|!|1:1}} '''[[Insanity|Melancholy]]:''' Dwarves (and [[merchant]]s) may eventually become unbearably depressed, leading to this icon. Melancholy may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Melancholy creatures sulk around slowly until they die of hunger or thirst or commit suicide in a lake or chasm. Melancholy is a form of insanity.&lt;br /&gt;
* {{Tile|!|4:1}} '''[[Insanity|Berserk]]:''' Dwarves (and [[merchant]]s) may eventually enter a homicidal rage, leading to this icon. Berserk rage may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Berserk creatures attack any creatures in sight until they die of hunger or thirst or are dealt with by the military. Berserk is an extremely dangerous form of insanity.&lt;br /&gt;
* {{Tile|!|4:0}} '''Enraged:''' A creature may become enraged when faced with insurmountable odds, particularly after another creature nearby is killed, or in response to a non-critical strike to the head. An Enraged being strikes more powerfully, but can only perform wild attacks, charges, and wrestling maneuvers. The frequency rate of Enragement is dependent on [[Personality_trait#Facets|Anger Propensity]].&lt;br /&gt;
* {{Tile|!|2:1}} '''[[Martial trance|Martial Trance]]:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf/index.php?topic=18055.0 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
* {{Tile|!|1:1:1}} '''Terrified:''' Scared and probably running away from danger.&lt;br /&gt;
* {{Tile|☺|4:5:1}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
* {{Tile|+|6:7:1}} '''Minor [[Wound|Injury]]:''' Any wound that leaves only one hand in working condition, including severings. Minor blood loss (Listed as &amp;quot;Faint&amp;quot; in wounds screen.) will also trigger this status flag.&lt;br /&gt;
* {{Tile|+|4:7:1}} '''Major [[Wound|Injury]]:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permanently as he goes about his day. Major blood loss (Listed as &amp;quot;Pale&amp;quot; in wounds screen.) will also trigger this status flag.&lt;br /&gt;
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move or breathe, and may suffocate while in this state. Caused by [[syndrome|poison]] or severe brain damage.&lt;br /&gt;
* {{Tile|X|3:1}} '''Stunned:''' Dwarves can be stunned because of pain, or from being thrown during wrestling. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a [[cave-in]], or as a result of minor [[cave adaptation]].&lt;br /&gt;
* {{Tile|X|2:1}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
* {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
* {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a [[trap]] will trigger it, with messy and/or humorous results.&lt;br /&gt;
* {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems. Feverish dwarves appear to have some of the mental attributes lowered. Fevers are commonly caused by syndromes.&lt;br /&gt;
* {{Tile|X|6:0:1}} '''Yielding:''' The creature is attempting to surrender. Adventure mode only.&lt;br /&gt;
* {{Tile|&amp;quot;|5:1}} '''Playing Make Believe{{version|0.42.01}}:''' A dwarven [[child]] is playing without the need for a [[toy]].&lt;br /&gt;
* {{Tile|&amp;quot;|1:1}} '''Telling a Story{{version|0.42.01}}:''' Dwarves in [[tavern]]s will tell stories to their fellows.&lt;br /&gt;
* {{Tile|&amp;quot;|3:1}} '''Reciting Poetry{{version|0.42.01}}:''' A [[poet]] is reciting poetry.&lt;br /&gt;
* {{Tile|♫|3:1}} '''[[Performer|Performing]]{{version|0.42.01}}:''' Dwarves and [[visitor]]s in [[tavern]]s will sing, dance, and play [[instrument]]s.&lt;br /&gt;
In addition to the above symbols, creatures [[hauling]] an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Non-flashing==&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:6:1}} '''Prone:''' The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. As Prone creatures move and work significantly slower, make sure to remember to {{k|s}}tand up if this happens in [[adventure mode]].&lt;br /&gt;
* {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall, or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
* {{Tile|☺|1:1:1}} '''Under Water:''' The creature is - you guessed it - under water. If a large fish is not in this state, it is [[Swimmer#Drowning|air-drown]]ing.&lt;br /&gt;
* {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a [[giant cave spider]]'s web.&lt;br /&gt;
* {{Tile|☺|0:5:0}} '''Last seen:''' Indicates a hidden tile that contained a creature when last visible. Adventure mode only.&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress. 'e's an ex-dwarf! Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Status icon]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=253700</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=253700"/>
		<updated>2020-06-29T05:20:21Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*All the drinks are gone. Start brewing immediately.&lt;br /&gt;
*All cabinets and chests are deconstructed. Nobles are unhappy with their bedrooms.&lt;br /&gt;
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Contents of bins and barrels are dumped out.&lt;br /&gt;
*Pasture settings are cleared, however, the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be there; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
*Cooking/brewing preferences are lost.&lt;br /&gt;
*Named pets will remain on the animals list even though their owners have left the fortress.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
* Fortresses with water or magma works may end up partially or fully flooded during the retirement/abandonment period, even if there was no way for the fortress to accidentally flood while active.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253642</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253642"/>
		<updated>2020-06-27T00:07:02Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, with Light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;Heavy&amp;quot; type.&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles. &lt;br /&gt;
&lt;br /&gt;
Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of Heavy aquifers, this can lead to a lot of [[Fun]].&lt;br /&gt;
&lt;br /&gt;
== Light Aquifers ==&lt;br /&gt;
Light Aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atomspheric waterfall.&lt;br /&gt;
&lt;br /&gt;
An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission.&lt;br /&gt;
&lt;br /&gt;
The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month. But that number can go as low as two or as high as six.&lt;br /&gt;
&lt;br /&gt;
If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need.&lt;br /&gt;
&lt;br /&gt;
Unlike heavy aquifers, light aquifers tiles do not drain away water.&lt;br /&gt;
&lt;br /&gt;
== Heavy Aquifers ==&lt;br /&gt;
Unlike Light Aquifers, Heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, Heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
== Varied Aquifers ==&lt;br /&gt;
In addition to the {{DFtext|Heavy|1:1}} and {{DFtext|Light|1:1}} types of aquifer, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer Heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Heavy Aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the Heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single Heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric Ring Method for Multiple Layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With PyLNP ====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The DFHack command &amp;quot;light-aquifers-only&amp;quot; changes all Heavy aquifers to Light Aquifers.&lt;br /&gt;
&lt;br /&gt;
If you prefer not having to deal with aquifers at all, the DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
&lt;br /&gt;
If you have DFHack, this is the best method.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a Heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents Light aquifers as well as Heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (All operating systems) ====&lt;br /&gt;
You can manually perform the Command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of Heavy Aquifers? ===&lt;br /&gt;
Although annoying, Heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253641</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253641"/>
		<updated>2020-06-27T00:02:10Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Added experimental results on light aquifers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, with Light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;Heavy&amp;quot; type.&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles. &lt;br /&gt;
&lt;br /&gt;
Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of Heavy aquifers, this can lead to a lot of [[Fun]].&lt;br /&gt;
&lt;br /&gt;
== Light Aquifers ==&lt;br /&gt;
Light Aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atomspheric waterfall.&lt;br /&gt;
&lt;br /&gt;
An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission.&lt;br /&gt;
&lt;br /&gt;
The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month. But that number can go as low as two or as high as six.&lt;br /&gt;
&lt;br /&gt;
If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need.&lt;br /&gt;
&lt;br /&gt;
== Heavy Aquifers ==&lt;br /&gt;
Unlike Light Aquifers, Heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, Heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
== Varied Aquifers ==&lt;br /&gt;
In addition to the {{DFtext|Heavy|1:1}} and {{DFtext|Light|1:1}} types of aquifer, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer Heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Heavy Aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the Heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single Heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric Ring Method for Multiple Layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With PyLNP ====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The DFHack command &amp;quot;light-aquifers-only&amp;quot; changes all Heavy aquifers to Light Aquifers.&lt;br /&gt;
&lt;br /&gt;
If you prefer not having to deal with aquifers at all, the DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
&lt;br /&gt;
If you have DFHack, this is the best method.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a Heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents Light aquifers as well as Heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (All operating systems) ====&lt;br /&gt;
You can manually perform the Command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of Heavy Aquifers? ===&lt;br /&gt;
Although annoying, Heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=253180</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=253180"/>
		<updated>2020-06-12T14:02:59Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Corrected statement that animated intelligent invaders are friendly. They certainly weren't in my 47.04 game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:mummy_paragon.jpg|thumb|220px|right|A Warhammer version of a liche priest, a very tactical and intelligent undead.]]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them. Or they may be marked as &amp;quot;Friendly&amp;quot; and &lt;br /&gt;
sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates corpses of invading elves as intelligent undead with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Necro_King_3.jpg&amp;diff=253179</id>
		<title>File:Necro King 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Necro_King_3.jpg&amp;diff=253179"/>
		<updated>2020-06-12T13:54:14Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A necromancer carelessly animates invaders, who turn on their creator.&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=252799</id>
		<title>Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=252799"/>
		<updated>2020-05-24T16:12:43Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:16, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item, or an [[Trading|export]] ban on certain items.  Starting nobles such as the [[expedition leader]] will not make mandates; upgraded nobles like the [[mayor]] will. Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' [[Baron]], [[Mayor]]&lt;br /&gt;
* '''2 mandates:''' [[Count]] &lt;br /&gt;
* '''3 mandates:''' [[Duke]] &lt;br /&gt;
* '''5 mandates:''' [[Monarch]] &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a month or two before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
The mandates of a noble will end automatically when the noble dies. The mandates of a mayor end instantly when they are voted out of office, but will remain in force if a mayor is replaced by nominating another one from the nobles screen. If the replaced mayor has no other administrative position, such a lingering mandate will only be displayed on the dwarf's personal thoughts page, not on the nobles screen, and is thus easy to overlook and accidentally violate.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have roughly half a year to fulfill it.  These mandate the production of certain goods, specifying the desired type, just like export bans.  In previous versions, items (of any type) of a desired material could be mandated. &lt;br /&gt;
&lt;br /&gt;
Getting the required items from a [[caravan]] will not fulfill a mandate. If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought. Delaying fulfillment of an easily-achieved production mandate may prevent another, worse, mandate from being enacted (for a few months, at least).  The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.  You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example &amp;quot;Mandates:  Make floodgates (2/3)&amp;quot;, where in this example we have produced one floodgate and still need to produce two more. Once you produce the mandated items, the mandate goes away and nothing special happens to the items.  They just go into your inventory, so on the not-outside chance the noble actually requests something useful (like armor, a weapon, or furniture) it's not a total waste.&lt;br /&gt;
&lt;br /&gt;
In a busy fortress, it's easy to miss the announcement of a production mandate. One way to avoid this is to changed the NEW_MANDATE line in [[announcements.txt]] to [NEW_MANDATE:A_D:D_D:P]&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of a certain item type, like [[armor|greaves]]. These bans are temporary, they last about half a year (approximately the same length of time as a production mandate) and then are ended by your noble.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Melt]]ing a banned item also does not violate the restriction.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal [[preference]]s determine what type of items a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will either ban that item or mandate its production. Nobles with no preference for a specific item type will never issue any mandates.&lt;br /&gt;
&lt;br /&gt;
Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress.  You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. [[Anvil]]s take three bars (or nine wafers) to make and can only be produced from a few metals of high military value (and many good sites lack iron ores), thus regular mandates for their production may be hard to fulfill. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
These are the criteria for a noble to issue a mandate{{cite forum|139032/5334341}}:&lt;br /&gt;
* Hasn't made a mandate/demand lately&lt;br /&gt;
* Isn't dead, hasn't left the map, isn't a projectile, and isn't caged&lt;br /&gt;
* Isn't insane (or in the middle of a mood)&lt;br /&gt;
* Isn't incapacitated (unconscious, webbed, or paralyzed)&lt;br /&gt;
* Isn't nauseated, winded, stunned, dizzy, or feverish&lt;br /&gt;
* Isn't bleeding&lt;br /&gt;
* Has a soul&lt;br /&gt;
* Is a member of your fortress&lt;br /&gt;
&lt;br /&gt;
It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* A mandate will remain in effect, even after the noble who issued it (a mayor, for example) has been replaced.{{bug|3047}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Mandate]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=252792</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=252792"/>
		<updated>2020-05-23T19:24:42Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:old_library.jpg|thumb|250px|right|A medieval library.]]'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
If the library permits [[visitor]]s, scholars from civilizations around the world will come to your library, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. On rare occasions, they will petition to become a permanent part of your fortress for the purpose of studying.&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store written books.&lt;br /&gt;
* Build [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing)&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
&lt;br /&gt;
==Preventing Book Theft==&lt;br /&gt;
Visitors can take books with them when they leave the fortress. One way to prevent this is to designate two libraries.&lt;br /&gt;
&lt;br /&gt;
The first library is for reading and copying. Assign your scribes to work here. Restrict it to citizens only, to prevent visitors from reading and then stealing the books stored there. Give this library the full range of library furniture: containers, chairs, tables, and bookcases.&lt;br /&gt;
&lt;br /&gt;
The second library is for research and writing. Assign your scholars to work here. Allow all visitors to use this library, so that visiting scholars will congregate here and write new books. Don't make this library too big, or the scholars won't be close enough to start their discussions.&lt;br /&gt;
&lt;br /&gt;
The second library should have no bookcases. This prevents books in your first library from coming within reach of visitors who might steal them, but it doesn't prevent the theft of books written within the second library.  To prevent those thefts, the second library should not contain any tables. To write a book, a scholar needs a chair in a library with a table next to the chair, but there's no check on whether the table is inside the library. So, put a table next to each chair, and then cut those tables out of the library location. This means that each new book written in your fortress will come into existence on a table outside a library, so your dwarves will eventually pick it up and move it to a bookshelf in the citizens-only library.&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat: due to the vagaries of Dwarven Psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
Under vanilla DF it's difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=252736</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=252736"/>
		<updated>2020-05-17T11:19:35Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*All the drinks are gone. Start brewing immediately.&lt;br /&gt;
*All cabinets and chests are deconstructed. Nobles are unhappy with their bedrooms.&lt;br /&gt;
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Contents of bins and barrels are dumped out.&lt;br /&gt;
*Pasture settings are cleared, however, the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be there; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
*Cooking/brewing preferences are lost.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=252719</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=252719"/>
		<updated>2020-05-15T08:17:53Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Barrels are emptied&lt;br /&gt;
**All raw (unprepared) food will be gone, except for those that are part of a building (i.e. nest boxes, and possibly trade depots).&lt;br /&gt;
***Seeds are still conserved.&lt;br /&gt;
*Pasture settings are cleared, however the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be here; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
*Cooking/Brewing preferences are lost.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=252718</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=252718"/>
		<updated>2020-05-15T06:28:48Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Barrels are emptied&lt;br /&gt;
**All raw (unprepared) food will be gone, except for those that are part of a building (i.e. nest boxes, and possibly trade depots).&lt;br /&gt;
***Seeds are still conserved.&lt;br /&gt;
*Pasture settings are cleared, however the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be here; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=252707</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=252707"/>
		<updated>2020-05-13T01:15:56Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.40.14}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress.|6:1}} will show on their [[thoughts and preferences]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him.|4:1}}. In the short-term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long-term, excessive levels of stress may lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Under even greater stress for prolonged periods of time, dwarves will become Harrowed, their thoughts and preferences tab reading: {{DFtext|Urist McStressed has been utterly harrowed by the nightmare that is his tragic life.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad. It is not possible to view this number without third-party [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +10000, +25000, and +50000.&lt;br /&gt;
&lt;br /&gt;
Stress itself gradually increases or decreases based on the emotions visible on the dwarf's Thoughts and Preferences screen - it basically adds up all of the positive emotions (to reduce stress) and the negative emotions (to increase stress) with appropriate weights on each one (since some emotions are much stronger than others), caps the two sums at 500, adjusts the stress boost based on the dwarf's Stress Vulnerability personality trait, then takes the difference and adds it to the dwarf's current stress level. &lt;br /&gt;
&lt;br /&gt;
== Managing Stress ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Here is a general guide on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
In v0.44.12 stress is bugged and very difficult to manage; dealing with it in-game typically involves a lot of micromanaging, which is decidedly un-fun. The problems include dwarves not socializing properly, requiring very specific food because it's their favorite, being away from family without any way for them to visit, and obsessively mulling over negative thoughts from rain, snow and seeing corpses, all of which lead to stress. Often those negative thoughts compound and heavily outweigh any positive thoughts they also have, leading to a fort where nobody works at anything but [[Tantrum|trying to kill each other]], but there are many workarounds; here are some helpful tips for dealing with stress in '''v0.44.12'''.&lt;br /&gt;
&lt;br /&gt;
=== Altering the raws ===&lt;br /&gt;
&lt;br /&gt;
* The easiest method is to alter the [[raw file]]s that control stress vulnerability. The dwarven file is found at /raw/objects/creature_standard.txt.  Inside that file under ``[CREATURE:DWARF]``, you will find {{token|PERSONALITY|creature|STRESS_VULNERABILITY:0:45:100}}. These numbers are dwarves' minimum (0), average (45), and maximum (100) capacity for stress.  Changing these values will cap stress vulnerability on all dwarves - for instance, ``0:30:70`` would limit the [[Personality_trait#Facets|maximum stress possible]] to the range of &amp;quot;High&amp;quot;, meaning that you can still get stress problems, but to a more manageable degree.  Making the values ``0:0:0`` would make all dwarves immune to stress entirely.  You do not need to generate a new world for this to work (if you want this fix to apply to an existing save, edit the raw file in data/save/(your world)/raw/objects instead).&lt;br /&gt;
* Another large source of stress is seeing corpses, cleaning up after a battle can stack stress from the {{DFtext|horrified|4:1}} emotion. A way to prevent this is to edit the Dwarf [[raw file]]s by adding the tag {{token|NATURAL_SKILL|creature|DISCIPLINE:#}}, where # is a value 1-15. ``[NATURAL_SKILL:DISCIPLINE:5]`` would make all dwarves [[Skill#Skill_level_names|Proficient]] in [[Discipline]], making them able to see and handle corpses without major effects. Making the value ``[NATURAL_SKILL:DISCIPLINE:15]`` would make them all [[Skill#Skill_level_names|Legendary]] in [[Discipline]], making them effectively immune to stress from corpses as well as preventing panic in battle.&lt;br /&gt;
* Weather is a huge cause of negative thoughts because dwarves hate nature and don't like to be rained on. Weather can be disabled by changing ``[WEATHER:YES]`` to ``[WEATHER:NO]`` in [[d_init.txt]]. The [[Utility:Lazy Newb Pack|Lazy Newb Pack]] also offers a control to toggle weather.&lt;br /&gt;
&lt;br /&gt;
=== DFHack Solutions ===&lt;br /&gt;
&lt;br /&gt;
If you are using [[Utility:DFHack|DFHack]] there are several helpful terminal commands you can run to improve your situation. &lt;br /&gt;
&lt;br /&gt;
* The command ``remove-stress -all`` will reset all units in your fort to -1,000,000 stress.&lt;br /&gt;
* The command ``fillneeds -all`` will fill the unmet needs of all units in your fort. Running this along with ``remove-stress -all`` will prevent almost any stress problems in a fort for at least a few months.  It is recommended to run these two commands whenever stress is starting to get out of control.&lt;br /&gt;
* The command ``brainwash`` will permanently alter a single selected unit's personality.  There are several options, including ``ideal``, ``baseline``, and ``stepford``. ``brainwash ideal`` will make a unit generally positive, ``brainwash baseline`` will make all traits average and ``brainwash stepford`` amplifies all good qualities to an excessive degree.  Using ``ideal`` and ``stepford`` are probably the best options for stress management.&lt;br /&gt;
* The command ``assign-skills -skills [ DISCIPLINE 14 ]`` will make the selected unit a grand master of discipline, which should stop the freakouts over violence and dead bodies. Note the spaces before and after the square brackets.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla Options ===&lt;br /&gt;
&lt;br /&gt;
For those who don't want to use DFHack or edit the raws, you can try to [[Emigration|exile]] all dwarves with stress problems. To expel a dwarf, {{K|v}}iew their {{K|p}}rofessions, and choose {{K|e}}xpel.&lt;br /&gt;
&lt;br /&gt;
'''Problems with exiling'''&lt;br /&gt;
* Nobles can't be exiled&lt;br /&gt;
* Some dwarves can't be exiled because of a [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10848 &amp;quot;Child is not present&amp;quot; bug]. &lt;br /&gt;
* Exiled (and stressed) dwarves from one player fortress will often show up in a new fortress in the same world, making it very hard to have multiple fortresses without having major stress problems.&lt;br /&gt;
* Some exiled dwarves have been reported to return to a fort, it's unclear if by migration wave or as visitors. This is rare and hasn't been verified but it is a possible bug that needs research.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a partial table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with the spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], [[sparring]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lustful|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with a parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering {[[topic]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|joy|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Killing somebody, being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.11|v0.44.11]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grim satisfaction|5:1}}&lt;br /&gt;
|Seeing somebody's death&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aggravated|6:0}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly [[sleep]]-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anxious|6:0}}&lt;br /&gt;
|Discussing/pondering (topic)&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during a [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disappointed|6:0}}&lt;br /&gt;
|Having a [[mandate]] deadline missed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillusioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gloomy|6:0}}&lt;br /&gt;
|Being [[Cave adaptation|out in the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|isolated|6:0}}&lt;br /&gt;
|Being unable to find [[mayor|somebody in charge]] to yell at&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something, becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|Giving somebody [[water]], experiencing trauma, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|despair|6:1}}&lt;br /&gt;
|Being caught in [[evil weather|freakish weather]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|existential crisis|6:1}}&lt;br /&gt;
|Being unable to advance the study of [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by [[ghost|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Unexpected [[death]] of somebody&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones, retching on a [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|alarmed|4:1}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=252706</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=252706"/>
		<updated>2020-05-12T23:13:40Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: I removed the statement that the justice system doesn't apply to non-fortress members. As of 47.04, foreign nonresident dwarves can definitely be convicted of crimes and imprisoned.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Justice''' is available in the game once a [[Sheriff]] or [[Captain of the guard]] has been appointed through the [[Noble|{{k|n}}obles]] screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen (even if no nobles are appointed yet).&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade exporting.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf while throwing a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' - destroying a [[building]] during a tantrum.&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] or [[door]]s during a tantrum.&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]]&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder.  The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. The fort population will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess. Instead of punches, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity (at least that's what your dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal a happy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) an unhappy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. If the dwarf is particularly unhappy and decides to throw a [[tantrum]], he may end up destroying the restraint (even if it is made of metal) and escaping, leading to further punishment (for building destruction).&lt;br /&gt;
&lt;br /&gt;
It is also strongly recommended to use chains, not cages for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
==Exemption==&lt;br /&gt;
&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Not a dwarf (to exclude animals)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes; and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=252604</id>
		<title>Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=252604"/>
		<updated>2020-04-30T17:24:24Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:09, 11 July 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Rough [[rock crystal]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
* [[Instrument|Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}&lt;br /&gt;
* [[Bookcase|Bookcases]]{{version|0.42.01}}&lt;br /&gt;
* [[Book binding|Book bindings]]{{version|0.42.01}}&lt;br /&gt;
* [[Scroll rollers]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a specialized form of [[furnace]] designed for use in the [[glass industry]]. It is functionally identical to a [[glass furnace]], but operates through use of [[magma]] instead of [[fuel]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Dwarves with the [[glassmaking]] labor enabled can use a magma glass furnace to produce a wide array of objects. Almost all furniture can be made here ([[bed]]s, [[millstone]]s, [[quern]]s, and [[slab]]s are the exceptions), as can [[block]]s, [[trade good]]s, [[gem]]s (in the form of raw glass), and a few items which can ''only'' be made of glass:&lt;br /&gt;
*[[Vial]]s - These are necessary for acquiring certain [[extract]]s at a [[farmer's workshop]], and can also be used in place of [[flask]]s or [[waterskin]]s.&lt;br /&gt;
*[[Window]]s - These function much like [[gem window]]s, but are also necessary inputs in the production of [[display case]]s.&lt;br /&gt;
*[[Instrument]]s - Depending on the specific outcome of your particular world gen, you may be able to produce unique instruments and instrument pieces here. Produced glass instruments will always be made of green glass, but [[caravan]]s may bring clear and crystal glass instruments for trade.&lt;br /&gt;
&lt;br /&gt;
Some glass items are functionally identical to items of different materials, but have different names. A glass [[door]] is called a &amp;quot;[[door|portal]],&amp;quot; a glass [[coffer]] is called a &amp;quot;[[Container|box]],&amp;quot; a glass [[pipe section]] is called a &amp;quot;tube,&amp;quot; and a glass [[cage]] is called a &amp;quot;terrarium&amp;quot; or &amp;quot;aquarium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can also be used to issue the &amp;quot;Collect Sand&amp;quot; order. Doing so requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other furnace tasks from being started until the sand is collected, it is often wise to build several additional furnaces, magma or otherwise, to use for the collection of sand. Not all maps will have a source of sand, but sand may be imported in small quantities. [[Caravan]]s can also bring raw glass [[gem]]s for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarves may admire magma glass furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
Producing glass items requires working with raw materials, though the specific materials are determined by the kind of glass you wish to produce. [[Green glass]] goods are simple, requiring only a single [[bag]] of [[sand]] - the color of the sand makes no difference to the finished product. [[Clear glass]] goods are more complicated, requiring a [[bar]] of [[pearlash]] in addition to the sand. [[Crystal glass]] replaces the sand with an uncut [[rock crystal]] [[gem]], while still requiring the bar of pearlash. Rock crystal is not present in most regions, and is very limited on those maps it does generate on, making production of crystal glass goods a rarity.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional glass furnaces, reactions at a magma glass furnace do not consume [[fuel]], but do require the presence of [[magma]]. This magma is not consumed during production of glass goods; a single tile of magma will last forever.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Magma glass furnaces only become available for construction after discovering a source of magma on your map, and can only function when one of its eight border tiles is above a [[channel]] filled with at least 4/7 height of magma. If this supply of magma becomes unavailable, the magma glass furnace will immediately become inoperable, even for such unfueled tasks as collecting sand. Note that you can still easily collect sand with a non-magma glass furnace.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can be built from any [[magma-safe]] material. Once you designate a spot for your furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it.&lt;br /&gt;
&lt;br /&gt;
The overall value of the furnace building helps determine the strength of the good thought that your dwarves receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Magma glass furnace]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=252597</id>
		<title>Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=252597"/>
		<updated>2020-04-29T16:52:21Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Corrected error. You can build one of these without magma below it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:09, 11 July 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Rough [[rock crystal]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
* [[Instrument|Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}&lt;br /&gt;
* [[Bookcase|Bookcases]]{{version|0.42.01}}&lt;br /&gt;
* [[Book binding|Book bindings]]{{version|0.42.01}}&lt;br /&gt;
* [[Scroll rollers]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a specialized form of [[furnace]] designed for use in the [[glass industry]]. It is functionally identical to a [[glass furnace]], but operates through use of [[magma]] instead of [[fuel]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Dwarves with the [[glassmaking]] labor enabled can use a magma glass furnace to produce a wide array of objects. Almost all furniture can be made here ([[bed]]s, [[millstone]]s, [[quern]]s, and [[slab]]s are the exceptions), as can [[block]]s, [[trade good]]s, [[gem]]s (in the form of raw glass), and a few items which can ''only'' be made of glass:&lt;br /&gt;
*[[Vial]]s - These are necessary for acquiring certain [[extract]]s at a [[farmer's workshop]], and can also be used in place of [[flask]]s or [[waterskin]]s.&lt;br /&gt;
*[[Window]]s - These function much like [[gem window]]s, but are also necessary inputs in the production of [[display case]]s.&lt;br /&gt;
*[[Instrument]]s - Depending on the specific outcome of your particular world gen, you may be able to produce unique instruments and instrument pieces here. Produced glass instruments will always be made of green glass, but [[caravan]]s may bring clear and crystal glass instruments for trade.&lt;br /&gt;
&lt;br /&gt;
Some glass items are functionally identical to items of different materials, but have different names. A glass [[door]] is called a &amp;quot;[[door|portal]],&amp;quot; a glass [[coffer]] is called a &amp;quot;[[Container|box]],&amp;quot; a glass [[pipe section]] is called a &amp;quot;tube,&amp;quot; and a glass [[cage]] is called a &amp;quot;terrarium&amp;quot; or &amp;quot;aquarium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can also be used to issue the &amp;quot;Collect Sand&amp;quot; order. Doing so requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other furnace tasks from being started until the sand is collected, it is often wise to build several additional furnaces, magma or otherwise, to use for the collection of sand. Not all maps will have a source of sand, but sand may be imported in small quantities. [[Caravan]]s can also bring raw glass [[gem]]s for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarves may admire magma glass furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
Producing glass items requires working with raw materials, though the specific materials are determined by the kind of glass you wish to produce. [[Green glass]] goods are simple, requiring only a single [[bag]] of [[sand]] - the color of the sand makes no difference to the finished product. [[Clear glass]] goods are more complicated, requiring a [[bar]] of [[pearlash]] in addition to the sand. [[Crystal glass]] replaces the sand with an uncut [[rock crystal]] [[gem]], while still requiring the bar of pearlash. Rock crystal is not present in most regions, and is very limited on those maps it does generate on, making production of crystal glass goods a rarity.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional glass furnaces, reactions at a magma glass furnace do not consume [[fuel]], but do require the presence of [[magma]]. This magma is not consumed during production of glass goods; a single tile of magma will last forever.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Magma glass furnaces only become available for construction after discovering a source of magma on your map, and can only function when one of its eight border tiles is above a [[channel]] filled with at least 4/7 height of magma. If this supply of magma becomes unavailable, the magma glass furnace will immediately become inoperable, even for such unfueled tasks as collecting sand.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can be built from any [[magma-safe]] material. Once you designate a spot for your furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it.&lt;br /&gt;
&lt;br /&gt;
The overall value of the furnace building helps determine the strength of the good thought that your dwarves receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Magma glass furnace]]&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&amp;diff=252584</id>
		<title>DF2014:Pedestal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&amp;diff=252584"/>
		<updated>2020-04-27T03:08:09Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:30, 2 February 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{furniture|name=Pedestal&lt;br /&gt;
|tile=ï&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|rooms=&lt;br /&gt;
[[Museum]]}}&lt;br /&gt;
&lt;br /&gt;
A '''pedestal''' is a piece of [[furniture]] that can be used to display other items. Pedestals are created from [[wood]], [[stone]], [[glass]], or [[metal]] at a [[carpenter's workshop]], [[craftsdwarf's workshop]], [[glass furnace]], or [[metalsmith's forge]], respectively. While they only cost 1 material to build, it requires 2 bars to be crafted at a forge. Unlike most other furniture items, a metal pedestal is made using [[metalcrafting]], not [[blacksmithing]]. At a metalsmith's forge, it is listed under &amp;quot;Other Objects&amp;quot; and not &amp;quot;Furniture&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Pedestals are listed as Display Furniture in the {{k|b}}uilt menu, with hotkey {{k|F}}. Once built, a pedestal can be examined with {{k|q}} and the display item(s) can be selected with {{k|d}}. The display item selection menu displays all items that can be displayed on the pedestal. Highlighting one of the items automatically shows its description and location at the bottom of the screen. Putting an item onto the pedestal is done by [[Hauling#Item_hauling|item haulers]]. &lt;br /&gt;
&lt;br /&gt;
Pedestals can be used to display just about any item, but dwarves will only get happy thoughts from seeing furniture be displayed on a pedestal, whereas they will receive happy thoughts from viewing an item in a display case. The value of an item on a pedestal contributes to the wealth of a [[guildhall]] but not the quality of a [[room]].&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], pedestals can be found in most generated sites, sometimes alongside [[display case]]s. It is possible to place an item on a pedestal by standing next to (or on) it and {{k|p}}utting the item onto the pedestal. Likewise, it is possible to remove an item from a pedestal by standing on the same tile as it and {{k|g}}rabbing it. These actions will be seen by NPCs as, respectively, placing  or taking the item from the site. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_PEDESTAL}}}}&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&amp;diff=252583</id>
		<title>DF2014:Pedestal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&amp;diff=252583"/>
		<updated>2020-04-27T02:58:00Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Reorganized a bit. Noted that the value of items contributes to room quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:30, 2 February 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{furniture|name=Pedestal&lt;br /&gt;
|tile=ï&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|rooms=&lt;br /&gt;
[[Museum]]}}&lt;br /&gt;
&lt;br /&gt;
A '''pedestal''' is a piece of [[furniture]] that can be used to display other items. Pedestals are created from [[wood]], [[stone]], [[glass]], or [[metal]] at a [[carpenter's workshop]], [[craftsdwarf's workshop]], [[glass furnace]], or [[metalsmith's forge]], respectively. While they only cost 1 material to build, it requires 2 bars to be crafted at a forge. Unlike most other furniture items, a metal pedestal is made using [[metalcrafting]], not [[blacksmithing]]. At a metalsmith's forge, it is listed under &amp;quot;Other Objects&amp;quot; and not &amp;quot;Furniture&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Pedestals are listed as Display Furniture in the {{k|b}}uilt menu, with hotkey {{k|F}}. Once built, a pedestal can be examined with {{k|q}} and the display item(s) can be selected with {{k|d}}. The display item selection menu displays all items that can be displayed on the pedestal. Highlighting one of the items automatically shows its description and location at the bottom of the screen. Putting an item onto the pedestal is done by [[Hauling#Item_hauling|item haulers]]. &lt;br /&gt;
&lt;br /&gt;
Pedestals can be used to display just about any item, but dwarves will only get happy thoughts from seeing furniture be displayed on a pedestal, whereas they will receive happy thoughts from viewing an item in a display case. The value of an item on a pedestal contributes to the quality of the [[room]] or [[guildhall]].&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], pedestals can be found in most generated sites, sometimes alongside [[display case]]s. It is possible to place an item on a pedestal by standing next to (or on) it and {{k|p}}utting the item onto the pedestal. Likewise, it is possible to remove an item from a pedestal by standing on the same tile as it and {{k|g}}rabbing it. These actions will be seen by NPCs as, respectively, placing  or taking the item from the site. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_PEDESTAL}}}}&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=238579</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=238579"/>
		<updated>2018-11-23T02:14:54Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Added trick for preventing book theft.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
If the library permits [[visitor]]s, scholars from civilizations around the world will come to your library, often bringing books of their own. Scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supply of writing material in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. On rare occasions, they will petition to become permanent part of your fortress for the purpose of studying.&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store written books.&lt;br /&gt;
* Build [[container]]s to store writing material (blank quires and [[scroll]]s).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
&lt;br /&gt;
==Preventing Book Theft==&lt;br /&gt;
Visitors can take books with them when they leave the fortress. One way to prevent this is to designate two libraries.&lt;br /&gt;
&lt;br /&gt;
The first library is for reading and copying. Assign your scribes to work here. Restrict it to citizens only, to prevent visitors from reading and then stealing the books stored there. Give this library the full range of library furniture: containers, chairs, tables, and bookcases.&lt;br /&gt;
&lt;br /&gt;
The second library is for research and writing. Assign your scholars to work here. Allow all visitors to use this library, so that visiting scholars will congregate here and write new books. Don't make this library too big, or the scholars won't be close enough to start their discussions.&lt;br /&gt;
&lt;br /&gt;
The second library should have no bookcases. This prevents books in your first library from coming within reach of visitors who might steal them. But it doesn't prevent the theft of books written within the second library. &lt;br /&gt;
&lt;br /&gt;
To prevent those thefts, the second library should not contain any tables. To write a book, a scholar needs a chair in a library with a table next to the chair. But there's no check on whether the table is inside the library. So put a table next to each chair, and then cut those tables out of the library location. This means that each new book written in your fortress will come into existence on a table outside a library, so your dwarves will eventually pick it up and move it to a bookshelf in the citizens-only library.&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat: due to Dwarven Psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire&amp;diff=236120</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire&amp;diff=236120"/>
		<updated>2018-06-14T07:00:42Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Noted that fire isn't automatically fatal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:12, 29 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]], multi-tile trees (and generally all creatures that are not composed of [[fire-safe]] materials), wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, [[lignite]] and [[bituminous coal]] rocks, and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock or metal. Constructions (wall, floor, etc.) will never burn, no matter what.&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to 200 degrees above their ignition point (but stay slightly below that, because the surrounding air cools them a bit). Items experience rapid [[wear]]-based damage while burning, and continue to degrade until entirely destroyed.&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[dragonfire]], which can set most organic things on fire and melt fire-safe stone, at anything hostile they see. The dragonfire spreads out in a conical shape and ignites anything it touches. It is not the same as regular fire.&lt;br /&gt;
*[[Fire imp]]s can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma crab]]s can spit globs of liquid basalt which may set grass or cave moss alight, causing fires.&lt;br /&gt;
*[[Magma]] will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will not spread across Z-Levels by itself. Walls with trapped passages block the fire too. Both shrubs and trees can catch fire, and burning branches can potentially spread fires uphill. &lt;br /&gt;
&lt;br /&gt;
When aboveground, fire spreading can cause trees to collapse, and if it spreads too much, this can cause spam as the game repeatedly announces &amp;quot;Something outside has collapsed!&amp;quot; and pauses. Note that these collapses can cause holes in the ceiling of your fortress if it is directly below, so sadly some forest fires are best left controlled, or not started.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
:''Main article: [[Dragonfire]]&lt;br /&gt;
Dragonfire is a very powerful form of fire that is capable of igniting or melting many fire-safe materials. Specifically, organic materials ignite (including [[nether-cap]]), and non-flammable stones and metals melt and boil away. Objects ignited by dragonfire burn at their standard combustion temperature - only the initial blast of dragonfire is able to destroy [[fire-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can only naturally be emitted by [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
[[Artifact|Artifacts]] constructed from a flammable base material can burn, but will not experience any [[wear]], potentially leaving them burning forever. This includes artifacts used as a part of a building. If an artifact is not stored in a bin, water will extinguish it. Artifacts with a melting or boiling point can still be destroyed if the items exceed those temperatures (as a result of combustion, [[magma]], or [[dragonfire|other sources]]).&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
In recent versions of Dwarf Fortress, dwarves see fire as a danger to themselves and try to avoid becoming ‼Dwarves‼. However, burning dwarves will carry out typical dwarven activities, despite the fact the dwarf is burning to death, and will spread the fiery destruction to their peers. {{verify}} This may not only kill your dwarves, but more importantly, it will also incinerate a good many useful items. Dwarves will not path through smoke reliably, so if you see a bunch of job cancellations due to pathing issues, a fiery dwarf is probably running around (or other [[fun]] is afoot).  Alternatively, sometimes the smoke on the burning dwarf's tile prevents them from pathing anywhere, forcing them to be stationary while they burn.  And don't, for Armok's sake, let the flaming dwarves anywhere near the booze. Contrary to popular belief, it doesn't ''explode'' (and never did), but it ''will'' boil away into nothing, which is always [[fun#No_Booze|fun]].&lt;br /&gt;
&lt;br /&gt;
A dwarf catching fire is not an automatic death sentence. Dwarves have been observed catching fire, then extinguishing and surviving.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ziril&lt;br /&gt;
| elvish  = inira&lt;br /&gt;
| goblin  = zedan&lt;br /&gt;
| human   = usmok&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Mass_pitting&amp;diff=236099</id>
		<title>DF2014 Talk:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Mass_pitting&amp;diff=236099"/>
		<updated>2018-06-08T21:41:39Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Hostility theory of pitting problems.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;44.10 The only pitting problems I've had are with prisoners who are hostile to each other, such as a caged elf and an undead. Seeing a non-dwarf hostile jolts them awake and starts a fight. ````&lt;br /&gt;
&lt;br /&gt;
==Escaping enemies (43.05)==&lt;br /&gt;
I believe I've tracked the cause of enemies escaping during mass pitting. After testing on my own map, I've come to the conclusion that enemies becoming terrified is the reason they are escaping. Every escapee was in a terrified/wallowing-in-misery state during escape, and escape ONLY happened after other enemies had already been killed. Probability of escape shot up DRASTICALLY when there was a dead enemy in the pitting room itself(enemies would see their dead comrades and become terrified, which I guess interrupts the pitting job). Pitting directly over magma seemed to generate an escape after about a dozen or so enemies were pitted. I could get about double this amount when there was a 1 z-level drop to the magma(this could just be margin of error though, it depends on them noticing their dying/dead friends). I'm currently working on a much longer drop pit to test that them seeing dead friends is truly the cause of this behavior. I'll update with the results. --[[User:Struck Down|Struck Down]] ([[User talk:Struck Down|talk]]) 03:10, 15 October 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
43.03 It seems that if I forbid the hatches the dwarves won't plop the goblins into the pit, instead they release the goblins on the top floor. My previous version was 40.24 and forbidden the hatches definitely worked in that version. I think this has changed. Should we change step 4 in the building section, and remove the part about forbidding?&lt;br /&gt;
&lt;br /&gt;
42.06 Likely has something to do with the new conflict level system. A combination of necromancers, undead siegers, and evil weather husks were pitted with the repeating spikes on, which resulted in escape attempts and fighting. The same set of creatures were pitted again with spike off (until everything has been pitted) and there were no issues. (perhaps this is intentional, as invaders try to make a desperate paniced escape for their life despite being naked? when they notice others are being executed)&lt;br /&gt;
 -likewise, members of a military squad may sometimes get into random fights with civilians that is neither loyalty cascade, a crime, or defection from the civ. This happens when others in their squad are in conflict elsewhere. &lt;br /&gt;
&lt;br /&gt;
March31: still getting occasional escapees in 42.06. Has happened with caged goblins and undead from a siege. Not quite sure what happens but suddenly they just get released or all aggressive and start attacking the hauler (it's not the case from before where other friendlies attack them and they still get hauled). This doesn't occur all the time but it's regular enough that i started building the cages to be pitted in my barracks and &amp;quot;pitting&amp;quot; them from a ledge into my training squads who promptly kill them; if they interrupt the hauler then they get killed anyway since they were being dragged from the bottom level of the barrack to the ledge. For some reason, this seems to only affect pitting (i only pit one at a time, so no interruptions from previously pitted creatures). Transferring goblins/undead siegers to a second cage seem to not set off their attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately this system won't work for anything but tame animals. The Pit/Pond information won't allow you to select Goblins in a cage, so you just spent a bunch of time for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Re: 40.x&lt;br /&gt;
&lt;br /&gt;
Hey guys I did some experimentation and it appears that normal enemies (non-flying non-thief) can be prevented from escaping mass pits by having forbidden hatches over the top of the pits. Not sure of the behavior with thieves/flyers as I've yet to catch one.&lt;br /&gt;
&lt;br /&gt;
~ Lasserith&lt;br /&gt;
: Hatches must be forbidden before pitting, else they can get a finger in and slip out (even though they are below the hatch)[[User:Mesmerism|Mesmerism]] ([[User talk:Mesmerism|talk]]) 04:39, 28 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempted !SCIENCE!&lt;br /&gt;
&lt;br /&gt;
Having had Goblins escape in 0.40.24, my dwarves have been conducting experiments with a new batch of mostly Troll prisoners. However, so far all have been suddenly pitted. &lt;br /&gt;
The setup is almost exactly as in the article: animal stockpile with hatches to ensure every cage is next to a hatch. Hatches forbidden. Floor smoothed, though I have still had escapees with a smoothed floor so I don't know if that changes anything. I tried with multiple pit zones (pitting only enemies next to the zone each time) and with a single pit zone (pitting all at once). Pitting was no problem even when there were trolls running around under the hatches. Orthogonal and diagonal pitting worked equally well.&lt;br /&gt;
We are therefore perplexed. &lt;br /&gt;
Possible differences compared to failed attempts (for further enquiry):&lt;br /&gt;
:- The lower level (z-1) was completely smooth this time&lt;br /&gt;
:- This pitting was done shortly (about 10-15 days) after an attack failed miserably. Could time spent in cages be a factor? Could fear and stress from seeing decimated comrades be a factor?&lt;br /&gt;
:- Most of my dwarves have minor discipline experience. However I'm fairly sure the goblin was pitted by a 0 EXP dwarf, and goblins have previously escaped much more readily than trolls.&lt;br /&gt;
So it is still unknown what is causing the problem. However it is clear that the recommended layout still works, as long as the unknown factor allowing escapes doesn't come into play. [[Special:Contributions/90.44.54.59|90.44.54.59]] 13:27, 8 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Related to the above, using the posted layout presented no problems with small (&amp;lt;1 creature / hole) pitting jobs. For larger jobs, escapes were observed, even with overhanging hatches (not forbidden) employed. During these incidents, there was no detritus on the hatches. Escapees included beak dogs, trolls, and goblins. The same layout was used to suddenly perform large pitting jobs provided the hatches were, as instructed, forbidden and tightly closed. So it seems to me that, at least, forbidding and tightly closing hatches over mass pitting operations solves the issue nicely. &lt;br /&gt;
&lt;br /&gt;
~ BCM [[Special:Contributions/108.61.228.8|108.61.228.8]] 21:51, 12 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Points to clarify&lt;br /&gt;
&lt;br /&gt;
Greetings.&lt;br /&gt;
Maybe we can tackle this problem by sorting out and eliminating various possibilities which could be the reason for this new behaviour.&lt;br /&gt;
&lt;br /&gt;
Can someone:&lt;br /&gt;
:- Confirm when the break out of the caged prisoner happens? For example, does it only happen when they are pitted, but not when they are lead somewhere else? If so, the release from the cage should not be the reason, but the pitting instead.&lt;br /&gt;
:- Confirm if or if not the sight of previously released prisoners on the lower floor might be the reason for the dwarf in question to panic, and therefore release the prisoner which is currently to be pitted? I read on the forum, that Jacko13 supposed this could be the case (last post in this topic: http://www.bay12forums.com/smf/index.php?topic=141361.30). So the dwarf opens the hatch to drop the current prisoner in, spots a previously released (free) target on the level below, panics and releases his captive instead of pitting it. If this is the case, it should not happen when the pit below is empty, or deep enough.&lt;br /&gt;
:- Check in some way, if the escape occurs because the pitted enemies grab the floor of the z-level from which they are pitted when they are thrown into the pit through the hatch? If that is the case, enemies which cannot climb should always be pitted suddenly, while enemies with high climbing skills should almost always escape.&lt;br /&gt;
&lt;br /&gt;
~ [[User:Beryll|Beryll]] ([[User talk:Beryll|talk]]) 09:08, 22 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some reasons for escaping ==&lt;br /&gt;
&lt;br /&gt;
In v0.40.24, I discovered two causes for the failed pitting attempts (on troll recruits):&lt;br /&gt;
&lt;br /&gt;
1. Pitting two or more hostile creatures simultaneously through the same hatch. (This is also reported in the forums.)&lt;br /&gt;
&lt;br /&gt;
2. The hatch cover has one or more items on it, e.g. the body parts of escapees.&lt;br /&gt;
&lt;br /&gt;
Solutions:&lt;br /&gt;
&lt;br /&gt;
1. Try pitting one creature at a time through one hole. Invaders usually have names, so you can just look inside the cages (k-Enter) to figure out, who is safe to pit next. Warning: two of my trolls had the same name and profession, so care must be taken. I have not discovered any problems while pitting creatures through separate hatches at the same time.&lt;br /&gt;
&lt;br /&gt;
2. You could mass dump (d-b-d) all the items on the hatches. The hatch cover will also be marked for dumping, but that should not cause any problems, as long as the hatches are not removed. You can always remove the dump from them later with (t-d), or (k-d) if they have been deconstructed.&lt;br /&gt;
&lt;br /&gt;
Info:&lt;br /&gt;
&lt;br /&gt;
I had not marked the hatches forbidden nor kept them tightly closed. The pitted creatures had no nearby walls to grab, and would fall 34 z-levels down to their instant deaths, so none of them could have climbed back up. In an earlier, less deep version of this pit, they did climb, and not even two levels of carved fortifications could stop the trolls! Perhaps smoothed natural wall works better.&lt;br /&gt;
&lt;br /&gt;
I hope these observations are useful. There is still room for more detailed research, like WHY things behave this way (bugs, skilled&lt;br /&gt;
climbers, etc.), but, for now, I leave that for the more experienced dwarven scientists to figure out.&lt;br /&gt;
&lt;br /&gt;
~MarkDwarf (unregistered)&lt;br /&gt;
&lt;br /&gt;
==Equipment Discovery==&lt;br /&gt;
&lt;br /&gt;
v43.03 - My first attempt at mass pitting (dropping goblins and Beak Dogs into the z-level below for my soldiers to train against) resulted in *all* the goblins whose equipment I'd taken escaping, while those who still held onto their gear (due to being from a later invasion, and who I hadn't bothered to strip) staying down below. The Beak Dogs I tried to pit also ended up escaping, so it might be some kind of climbing-related issue. Hatches were forbidden &amp;amp; sealed, but not locked.&lt;br /&gt;
&lt;br /&gt;
Will try again dropping them 2 z-levels to see if the Beak Dogs (and some unequipped goblins) still escape, then test out on trolls.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/92.237.92.189|92.237.92.189]] 02:41, 14 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=236097</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=236097"/>
		<updated>2018-06-08T06:02:59Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: /* Ramps versus stairways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will change both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# A &amp;quot;solid&amp;quot; tile next to the ramp tile (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when examined using the Loo{{K|k}} cursor.&lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] CAN be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from adjacent spaces on the same z-level, and dwarves can [[channel]] from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramps and channeling ==&lt;br /&gt;
&lt;br /&gt;
In previous versions, ramps were considered preferable to a large amount of channeling, since they would remove the floor above.  However, in 2010, most situations with channeling will create a ramp instead of just open space.&lt;br /&gt;
&lt;br /&gt;
However, channeling a single pillar of stone, or a floor without stone or dirt wall beneath, will still cause open space, and this can cause injuries to your [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hatch_cover&amp;diff=236096</id>
		<title>Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hatch_cover&amp;diff=236096"/>
		<updated>2018-06-08T06:00:54Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:35, 22 October 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
A '''hatch cover''' (also called a '''floor hatch''' or just '''hatch''') is, in effect, a [[door]], but controlling the passage between Z-levels instead of along the same Z-level. They can be placed over [[stairs]] or [[ramp]]s, or open space as long as they are supported by an adjacent floor tile.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with [[mechanism]]s, or locked, or kept tightly closed to keep out water, pets and foes alike.  They can be set as internal, but as [[room]]s cannot occupy multiple Z-levels, this has no effect.&lt;br /&gt;
&lt;br /&gt;
When closed, hatches appear as {{Raw Tile|¢|0:7:1}}; they are not visible when open. A hatch cover's color is determined by the [[material]] it is made from.&lt;br /&gt;
&lt;br /&gt;
As [[building destroyer]]s can only destroy buildings on other z-levels under [[Building destroyer#Destroying from underneath|certain conditions]], hatch covers can be quite effective at keeping out enemies if used properly.&lt;br /&gt;
&lt;br /&gt;
They can be constructed from a [[Mason's workshop]], [[Metalsmith's forge]], [[Carpenter's workshop]], or [[Glass furnace]] from [[stone]], [[metal]], [[wood]], or [[glass]] respectively. Once {{k|b}}uilt, they may be placed with {{k|H}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf falling down stairs will be stopped by a closed floor hatch. A dwarf standing on a floor hatch over stairs will not start falling if the hatch is opened. A dwarf standing on a floor hatch above an open space will start falling if the hatch is opened. A dwarf standing on a floor hatch over a ramp will drop items he is hauling if the hatch is opened, possibly injuring a dwarf below.&lt;br /&gt;
&lt;br /&gt;
If a hatch cover is placed over a hole (natural or [[channel]]ed), a [[garbage dump]] designated on the hatch will cause items to be dumped in a pile on top of the hatch. If the hatch is subsequently opened (by means of a triggered mechanism), the items will fall into the hole. If the hatch is opened at the time of dumping, the items will be thrown directly into the hole.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is designated ''next to'' a hole with a hatch cover on it, the behavior depends on the state of the hatch cover. If the hatch cover is not linked to a mechanism at all, items will be piled on the hatch cover. If the hatch cover is linked and opened, the items will be thrown directly into the hole. If the hatch cover is linked and closed, the items will be piled on the ground (in the garbage dump tile).&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
&lt;br /&gt;
Hatch covers are common building elements in generated [[dungeon]]s, [[lair]]s, and other structures.  When placed above stairs, adventurers can use the ordinary stair-climbing commands {{k|&amp;lt;}} and {{k|&amp;gt;}} to traverse them.  On the other hand, when placed above ramps—as is typical of lairs and towers in [[keep]]s and [[dark pit]]s—the player must instead use {{k|Alt}}-direction while standing adjacent to or directly under a hatch cover in order to pass through it.  (Alternately, {{k|Ctrl}}-direction and {{k|Shift}}-direction may be used when above or below a hatch cover, respectively, as well.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bridge&amp;diff=236070</id>
		<title>Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bridge&amp;diff=236070"/>
		<updated>2018-06-04T07:38:50Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are [[building]]s which provide a temporarily walkable floor that can either be removed (&amp;quot;retracting&amp;quot; bridges) or turned into a wall (&amp;quot;raising&amp;quot; bridges) via linked [[mechanism]]s. Bridges are useful for crossing empty space and dangerous terrain, serve a vital role in [[Defense design|fortress defense]], and have a host of ancillary uses. For example, using bridges to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening.&lt;br /&gt;
&lt;br /&gt;
==Building bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of [[metal]], [[stone]] or [[wood]]. They are first designed by an [[architect]], then require a specialist worker for the material used (e.g. a [[mason]] for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it, up to a maximum size of 10 squares in each direction. Raising bridges must be anchored to a solid surface on the &amp;quot;raising&amp;quot; edge. Before placing the bridge ensure that the bridge raises from the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.  The direction points to the side of the bridge which will become a wall when the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
Bridges require number of tiles divided by four, rounded down, plus one ( ⌊Tiles/4⌋+1 ) of material to build.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;core&amp;quot; material of the bridge is the ''oldest'' individual building material chosen (i.e. the first item to be created in the fortress or enter the map).{{cite forum|134816}} The core material determines the color, style, and description of the bridge, as well as the labor required for construction. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing materials for bridges that will be exposed to [[fire]] or [[magma]]. Bridges built with non-[[magma-safe]] materials will heat up and eventually melt if the center tiles get covered in magma or exposed to fire, whether the bridge is raised, lowered, or even retracted. The ability of a bridge to withstand heat is limited by the ''least'' fire-resistant item involved - a single not-magmaproof building block or mechanism will cause the whole bridge to deconstruct when exposed to sufficient heat. [[Dragonfire]] almost immediately melts nearly all bridges ([[slade]] being the prime exception).&lt;br /&gt;
&lt;br /&gt;
==Raising and retracting bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be either raised or retracted by linking it to a trigger with [[mechanism]]s. This requires a dwarf with the [[mechanics]] labor activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when a [[lever]] is pulled, the bridge essentially disappears, ''tossing'' anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!). Note that the creatures and objects are &amp;quot;tossed&amp;quot; with a semi-random initial velocity; this can reduce the lethality of pit traps (creatures bouncing off the walls lose the precious momentum that would otherwise result in an unsurvivable splat at the bottom), interfere with the reproducibility of dwarven !!SCIENCE!!, and be [[exploit]]ed as the key mechanic in [[#Coinstar training|coinstar training]]. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when a lever is pulled, the bridge will become a [[wall]] along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. When activated, the bridge &amp;quot;raises&amp;quot; very quickly, flinging anything on the bridge into the air, with unpleasant if not always deadly side effects. The resulting wall is always one z-level tall, watertight, and invulnerable to [[building destroyer]]s. Raising &amp;quot;drawbridges&amp;quot; can be used to block fortress entrances and corridors. When lowered, bridges will destroy most anything on the underlying tiles. By destroying we mean dwarves, foes, and items will entirely disappear from the game, a rare event which led to the creation of the term [[dwarven atom smasher]].&lt;br /&gt;
&lt;br /&gt;
Any water displaced by a raising bridge is destroyed regardless of how much open space is on each side or above.  Water resting atop a retracting bridge falls straight down after the bridge retracts.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Bridges will not operate if any one creature of [[List of creatures by adult size#bridge|size 1200000]] or larger is on them.  This weight limit is not cumulative - a bridge will still retract if a hundred goblins are standing on it, but a single [[rutherer]] accompanying those goblins will prevent the bridge from operating.  Attempting to lower a drawbridge onto such a creature (in order to [[Dwarven atom smasher|atom-smash]] it) will cause the bridge itself to deconstruct. Attempting to &amp;quot;unretract&amp;quot; a bridge while such a creature is in any of the bridge tiles will similarly cause the bridge to deconstruct. The size limit does not apply to creatures inside cages.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a bridge, raised or not. Likewise digging a ramp under a bridge will not remove the floor tile. To remove these floor tiles, the bridge must be deconstructed. Note that [[obsidian]] [[casting]] can ''create'' new floor tiles under a bridge, which then behave in the manner above. &lt;br /&gt;
&lt;br /&gt;
Big bridges can take weeks or even months to complete. You can shorten construction time by moving the materials to the site before starting construction, and by using blocks instead of rocks. The material-gathering time is somewhat shorter for blocks due to their lesser weight, and the actual construction is three times faster for blocks.&lt;br /&gt;
&lt;br /&gt;
While bridges do not provide structural [[support]], the game will still allow you to place unsupported [[construction]]s adjacent to them which will result in an immediate [[cave-in]] once completed, often tossing the unlucky mason off the edge, to &amp;lt;s&amp;gt;a horrible death&amp;lt;/s&amp;gt; any bystanders great entertainment. However, extending a supported construction alongside a bridge will not cause a cave-in.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Example:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Will cause a cave-in&lt;br /&gt;
|Will '''not''' cause a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
╔═╗[#3:0]▓[#]&lt;br /&gt;
║+║[#0:0][@6:0]O[#@]&lt;br /&gt;
╚═╝[#3:0]▓[#]&lt;br /&gt;
[#2:1].,'[#3:0]▓[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
╔═╗[#3:0]▓[#]&lt;br /&gt;
║+║[#0:0][@6:0]O[#@]&lt;br /&gt;
╚═╝║&lt;br /&gt;
[#2:1]`,.[#]O&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Deconstructing bridges can be hazardous, as dwarves are not as compunctuous as with constructions and diggings to make sure no one is standing on them before destroying them.&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside - the mechanic must be able to access the center tile of the bridge when lowered.&lt;br /&gt;
&lt;br /&gt;
If you aren't sure whether or not a 1 tile thick bridge is raised or lowered, try to build a piece of furniture, like a statue, on it. If it says blocked, the bridge is raised, if it says building present, it is lowered. You can also link another (longer) drawbridge to the same lever, to use as a visual indicator of the other bridge's status. Since this takes additional time and mechanisms, this is best reserved for when it's especially important that you know at a glance whether that bridge is blocking things.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Perhaps the most straightforward use of a bridge is spanning empty space or dangerous terrain. Bridges only need roughly 25% of the material that building [[floor]]s would require, and can be completed relatively quickly as well. Bridges are limited to a span of 20 tiles across open space; greater distances will require columns or other means of support. (&amp;quot;Floating&amp;quot; retracting bridges can be built into spans longer than 20 tiles, but they will deconstruct when support is checked.{{bug|9946}})&lt;br /&gt;
&lt;br /&gt;
===Remote controlled gateways===&lt;br /&gt;
Lever-controlled bridges are one of the safer ways to control access.  They are immune to building destroyers, though care must be taken to avoid operating them in the presence of exceptionally large creatures. [[Magma safe]] material should be used in the construction if there is any chance magma might flow over the bridge.&lt;br /&gt;
&lt;br /&gt;
Retracting bridges built covering the top of a ramp or stairway can never be destroyed from beneath.&lt;br /&gt;
&lt;br /&gt;
===Floodgates===&lt;br /&gt;
Raising bridges make a good replacement for most [[floodgate]] uses (e.g. flow and access control).  They have the advantage of not being as easily jammed: they fling or [[Dwarven_atom_smasher|atom smash]] all items and all but the largest enemies on their tile/s when they open or close, whereas a floodgate or door will jam open with a discarded sock in it.  Further, bridges cannot be destroyed by [[building destroyer]]s, while [[floodgate]]s can be.  A single bridge can also be made up to ten tiles wide, potentially replacing ten floodgates and saving many mechanisims and much work.  One minor downside of bridges compared to floodgates is that bridges with a width of 1 look the same when raised as when lowered, so it is easy to confuse whether they are closed or not. If you are unsure of a bridge's status, check the control lever if there is one (in most tilesets, lever to the right means closed), or try to build furniture on top of the bridge and check the resulting warning message (&amp;quot;blocked&amp;quot; means the bridge is raised, &amp;quot;building present&amp;quot; means it's lowered).&lt;br /&gt;
&lt;br /&gt;
===Waste disposal===&lt;br /&gt;
Lowering raised bridges can be used as [[waste disposal]] for unwanted stones, [[refuse]], [[goblin]]s (dead or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficiently large creature (such as a [[forgotten beast]]) simply causes the bridge to deconstruct.&lt;br /&gt;
&lt;br /&gt;
===[[Trap_design#Bridge_and_drop_traps|Traps]]===&lt;br /&gt;
Using two bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between. &lt;br /&gt;
For added effect, place [[pressure plate]]s on both ends to raise the bridge when stepped on, to fling the units. If there is a [[floor]] directly above, they will be stunned. If there is a floor beneath the bridge, and if nobody is on the pressure plate, they will likely be smashed when the bridges come back down. If there is nothing above, they will land rather far away. Bonus points for making them land in a particularly [[Spike#Menacing_spike|nasty spot]].&lt;br /&gt;
If there is no floor beneath the bridge, they will fall, sometimes into something [[water|very,]] [[magma|very]] [[megabeast|bad.]]&lt;br /&gt;
&lt;br /&gt;
===Minecart routing===&lt;br /&gt;
Lowered/extended bridges &amp;quot;cover&amp;quot; [[Minecart]] track corners constructed or carved underneath, allowing carts to travel in a straight line instead. This can let you change minecart routes via pulling levers.&lt;br /&gt;
&lt;br /&gt;
===[[Cave-in]]s===&lt;br /&gt;
Since bridges don't support adjoining rock, it is possible to set up a cave-in so that dust can't come up, dwarves can't fall down, and flying creatures can't come up from beneath the cave-in before you set it off. Bridges are also instrumental in [[magma]]-piston applications.&lt;br /&gt;
&lt;br /&gt;
===Improvised ceilings===&lt;br /&gt;
Building an outdoor structure, such as an [[Archery tower]], requires considerable expense and time. The reduced material requirements make bridges a viable alternative to roofing it up tile by tile. While it'll still be immune to [[Building destroyer]]s, a proper constructed ceiling is superior if you expect it to be exposed to [[Dragon|extreme temperatures]].&lt;br /&gt;
&lt;br /&gt;
===Improvised walls===&lt;br /&gt;
[[Wall]]s cannot be built along map edges above ground, but raising bridges can.  Because these bridges can be raised to act as walls, they can be used to control where wildlife, enemies, and [[caravan]]s spawn on the map edges.&lt;br /&gt;
&lt;br /&gt;
A similar technique can be used to prevent fliers from spawning above ground, but it requires bridges to be built at ''every'' z-level. This requires considerable effort, as each bridge needs to be accessible to the dwarves building it, as well as needing support for each bridge. It can also be somewhat [[fun|risky]] if a dangerous creature suddenly spawns near a dwarf working on the bridge (especially in [[evil]] biomes). Note that this technique, when completed, will also prevent fliers from leaving the map.&lt;br /&gt;
&lt;br /&gt;
===Ocean drains===&lt;br /&gt;
Dig out ramps leading up to the first level ''below'' an ocean.  Build a retracting bridge on that level, directly over the ramps (be sure to leave them in place!) and link it to a trigger.  Carefully seal off the chamber to make it water tight.  Now with the bridge in place, designate ramps up to the ocean adjacent to the bridge.  Diggers with access to the level ''below'' the bridge can dig those ramps up from the level of the bridge, allowing the ocean to fill the chamber; even with the ramp squares underwater they can still dig them out.  And not a drop of water will touch them... provided they clear out before you pull the lever.&lt;br /&gt;
&lt;br /&gt;
===Caravan exits===&lt;br /&gt;
A bridge to nowhere, built well above ground level at the edge of the map, can sometimes serve as a handy exit for [[caravan]]s and [[diplomat]]s when your fortress is under [[siege]].&lt;br /&gt;
&lt;br /&gt;
===Stops on the elevator===&lt;br /&gt;
Designate a dumpsite or set up a floodgate at the top of a shaft; use multiple remote-controlled bridges to decide on which level the stuff, water, magma etc. gets off. (bonus: use water falling at one end of the bridge to flush stuff off that was dropped onto the other end without the manual labor)&lt;br /&gt;
&lt;br /&gt;
===Single lever airlock===&lt;br /&gt;
Raising bridges and retracting bridges controlled by a single lever will be in opposite states of being open or closed.  When one is closed (raised) the other is open (retracted) and vice versa.   This fact can be used to construct airlocks that are not vulnerable to [[building destroyer|building destroyers]] or mistimed lever pulls e.g. &lt;br /&gt;
   Side View:&lt;br /&gt;
   Z1    XXXXXXR____      D = Raising drawbridge   / = Ramp   _ = Floor&lt;br /&gt;
   Z0    D_____/XXXX      R = Retracting bridge    X = Solid Rock or Constructed Wall&lt;br /&gt;
&lt;br /&gt;
With a suitably long distance between the two bridges, the controlling lever can be placed within the airlock, and by setting the profile of the lever specific dwarves can be moved between isolated areas.&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Bridges benefit from two [[quality]] modifiers--one for the [[architect]]'s design, and one for the builder's creation. High-quality bridges can inspire happy [[thought]]s in your dwarves. Bridges may also be used to form [[mosaic]]s or even [[Style_project#Mosaics|animations]].&lt;br /&gt;
&lt;br /&gt;
===Coinstar training===&lt;br /&gt;
The mechanical &amp;quot;tossing&amp;quot; action of retracting bridges can be used for training [[armor user]] and associated traits by repeatedly flinging small items at the trainee. See [[Danger_room#Coinstar_Room|Danger room]] for more information.&lt;br /&gt;
Alternatively, this design can be used as a trap: invaders atop a retracting bridge inside  locked room will get thrown around and optionally pummelled with &amp;quot;ammunition&amp;quot; like stones or weapons placed in the room.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Metal bridges can be constructed by dwarves with any of the &amp;quot;metalsmith&amp;quot; skills enabled, however the builder's blacksmith skill is used to determine quality{{bug|4899}}&lt;br /&gt;
* Trees grow through bridges, may make the bridges unusable{{bug|7872}}&lt;br /&gt;
* Retracting bridges can be built without support, but will deconstruct when support is checked{{bug|9946}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sazir&lt;br /&gt;
| elvish  = valóna&lt;br /&gt;
| goblin  = romnu&lt;br /&gt;
| human   = ori&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambush&amp;diff=236009</id>
		<title>Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambush&amp;diff=236009"/>
		<updated>2018-05-28T05:27:00Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:38, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin]]s, attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore non-hostile wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader.&lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
As of v0.42.04, goblin ambushes no longer happen due to their entity raws having its &amp;lt;code&amp;gt;[[Entity token#AMBUSHER|[AMBUSHER]]]&amp;lt;/code&amp;gt; tag removed. Sieges still do occur after your fortress exceeds the population of 80, though.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
[[Necromancer]]s will also occasionally ambush your fortress, if you are in range of their [[Tower (necromancy)|tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with &amp;quot;An ambush! Drive them out!&amp;quot;. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message &amp;quot;An ambush! Skulking Vermin!&amp;quot;. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
It should be noted that the first ambushes from kobolds are full of recruits who have never seen a dwarf in their life, and will almost always scatter and run away instead of fighting.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
[[Elven]] ambushes may occur (as of version 0.44.03) if your [[civilization]] is at war with a neighboring elven civilization. These ambushes have the same structure as the elven sieges, where their numbers and the nature of an ambush may very well catch an unprepared fortress off-guard. They might also bring exotic beasts as they may do during sieges, as well as animal people that can fight alongside the elves. As soon as an ambush is detected, a group of a dozen elves will appear at the map. Be aware that an ambush does not only have one wave of enemies, but detection of several scores of elves is highly possible. But as with elven sieges, the elves themselves are very poorly equipped and carry only wooden armor and weaponry. [[Clothing]] is also known to be dropped by slain &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; elves.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur from Fast Travel in [[Adventurer mode]]. When traveling, other traveling figures are identified as asterisks, and if hostile, then approaching the region tile they occupy will trigger an ambush. Depending on the savagery of the land, you may also be randomly ambushed by the dominant predator(s) of the biome. Traveling alone at night adds the probability of [[bogeyman]] ambush.&lt;br /&gt;
&lt;br /&gt;
When ambushed, the fast travel map will close and you will appear on the local map with your ambusher(s). If they're in view, they will be identified in a major announcement, but if obscured by terrain, distance, or lighting, then the announcement will inform you &amp;quot;You feel uneasy.&amp;quot; As long as your ambushers can detect you or a party member, you will be unable to fast travel, as &amp;quot;You don't feel safe enough to travel.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Typical ambushes come from roving large predators (including giants, giant zombies, night trolls,) and patrols from a hostile settlement nearby (such as from enemy civs or raider camps.)  Muggers harassing towns also trigger ambushes; though they don't appear hostile at first, they intend to commit crimes against persons and property, including yours. And angered settlements or raider groups may take revenge by sending assassins who will strike even in the safe confines of a city. &lt;br /&gt;
&lt;br /&gt;
If you're unprepared for the ambush, you can evade it successfully by escaping your pursuer's view, using terrain, speed, and stealth, until you're able to fast travel safely. This is easiest against random predators who can't detect you at the time of ambush. When evading historical figures, fast traveling to another region tile adjacent to it will trigger another ambush, so you must get sufficient distance from them in order to successfully elude them.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=235948</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=235948"/>
		<updated>2018-05-21T07:22:58Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Summarized research on personality factors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and &amp;quot;Over the long term, Urist McStressed has been under a great deal of stress&amp;quot; will show on the [[personality trait]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: &amp;quot;Urist McReallyStressed has become haggard and drawn due to the tremendous amounts of stresses placed upon him&amp;quot;. In the short term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long term, excessive levels of stress will lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Stress levels are given as a number,  where a negative number is good, and a positive number is bad.&lt;br /&gt;
&lt;br /&gt;
You may want to check on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]]&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high Bravery and low Stress Vulnerability. Anxiety Propensity affects the rate at which dwarves dissipate stress.&lt;br /&gt;
 &lt;br /&gt;
Being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that in many instances the same things cause different emotions. The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a start of table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with a [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], sparring&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Committing a [[crime]] and having punishment delayed, being elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, committing a [[crime]] and having punishment delayed, being near to a [[waterfall]], being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Being elected/re-elected as a [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Being sentenced by [[justice|dwarven justice]] and having punishment reduced, having punishment delayed, being elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being elected/re-elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/drowsy for a long time, eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|giving somebody [[water]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in [[cage]], being caught in a [[evil weather|freakish weather]], being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Having a [[mandate]] ignored, considering the scarcity of cages and chains, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to a [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a dead [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a dead [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly sleep-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a dead [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Smelling [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in a [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a dead [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Somebody's [[death]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a dead [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing [[corpse]]s of sapient creatures, being caught in a [[evil weather|freakish weather]], being haunted by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a dead child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=235947</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=235947"/>
		<updated>2018-05-21T07:08:54Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Edited bug entry to note that stress under 44.10 is no longer nerfed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and &amp;quot;Over the long term, Urist McStressed has been under a great deal of stress&amp;quot; will show on the [[personality trait]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: &amp;quot;Urist McReallyStressed has become haggard and drawn due to the tremendous amounts of stresses placed upon him&amp;quot;. In the short term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long term, excessive levels of stress will lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Stress levels are given as a number,  where a negative number is good, and a positive number is bad.&lt;br /&gt;
&lt;br /&gt;
You may want to check on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]]&lt;br /&gt;
&lt;br /&gt;
At present stress is considered rather poorly balanced. It takes years for even highly stressed dwarves to go insane.{{bug|9660}}&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]].&lt;br /&gt;
 &lt;br /&gt;
Being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that in many instances the same things cause different emotions. The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a start of table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with a [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], sparring&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Committing a [[crime]] and having punishment delayed, being elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, committing a [[crime]] and having punishment delayed, being near to a [[waterfall]], being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Being elected/re-elected as a [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Being sentenced by [[justice|dwarven justice]] and having punishment reduced, having punishment delayed, being elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being elected/re-elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/drowsy for a long time, eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|giving somebody [[water]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in [[cage]], being caught in a [[evil weather|freakish weather]], being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Having a [[mandate]] ignored, considering the scarcity of cages and chains, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to a [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a dead [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a dead [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly sleep-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a dead [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Smelling [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in a [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a dead [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Somebody's [[death]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a dead [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing [[corpse]]s of sapient creatures, being caught in a [[evil weather|freakish weather]], being haunted by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a dead child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*In versions 44.09 and earlier, stress was severely nerfed. Most dwarves would not become overly stressed, even in very poor conditions. {{bug|9660}} Version 44.10 has reversed this, so that dwarves are easily stressed.&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cave_adaptation&amp;diff=235883</id>
		<title>DF2014 Talk:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cave_adaptation&amp;diff=235883"/>
		<updated>2018-05-06T20:22:41Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To decrease a dwarf's cave adaptation, should a tile be &amp;quot;Outside&amp;quot; or &amp;quot;Light&amp;quot;? I have roofed over some outdoor areas (with glass) and the tiles become &amp;quot;Inside Light Above ground&amp;quot;; will they still reduce cave adaptation?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.192.89.151|99.192.89.151]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Only &amp;quot;Outside&amp;quot; tiles reduce cave adaption; &amp;quot;Inside Light&amp;quot; tiles neither increase nor decrease cave adaption.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:51, 24 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rain doesn't eliminate nausea from cave adaptation in 44.09. [[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 20:22, 6 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=235777</id>
		<title>Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=235777"/>
		<updated>2018-04-26T05:15:14Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|21:52, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:{{DFtext|A section of the cavern has collapsed!|4:0:1}}&lt;br /&gt;
&lt;br /&gt;
A '''cave-in''' is when walls, floors, and other terrain plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide support). Since it is only a placeholder, the system is highly unrealistic&amp;amp;mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[Stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Upstairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level.&lt;br /&gt;
&lt;br /&gt;
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them.  No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
===Falling terrain===&lt;br /&gt;
* Any unsupported terrain crashes down through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching a wall, up or up/down stair, a fortification, a multi-tile tree, or a support. &lt;br /&gt;
* Falling tiles do not stay connected in one mass; each falling column will fall as far as it can as described above.&lt;br /&gt;
* Falling natural [[floor]]s, [[stair]]s and [[ramp]]s will be destroyed, leaving behind a natural floor of the highest such terrain; natural stone walls pile up; and constructions deconstruct, leaving behind their building materials.&lt;br /&gt;
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green &amp;quot;Grass&amp;quot;.&lt;br /&gt;
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.&lt;br /&gt;
* Falling Soil layers will change into the lowest soil type on map.&lt;br /&gt;
* Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain.&lt;br /&gt;
&lt;br /&gt;
=== Below the cave-in===&lt;br /&gt;
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s.&lt;br /&gt;
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}&lt;br /&gt;
* All [[building]]s and most [[construction]]s under the falling area are destroyed, as are natural ramps and unsupported floors. Only walls, supports, up and up/down stairs, and fortifications (both mined and constructed) remain intact.&lt;br /&gt;
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). &lt;br /&gt;
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. &lt;br /&gt;
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).&lt;br /&gt;
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.&lt;br /&gt;
&lt;br /&gt;
=== Above the cave-in===&lt;br /&gt;
* Buildings above the cave-in will deconstruct if they are no longer supported.&lt;br /&gt;
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. &amp;lt;s&amp;gt;No&amp;lt;/s&amp;gt; Pun intended.&lt;br /&gt;
=== Other effects===&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).&lt;br /&gt;
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.&lt;br /&gt;
* Any terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in.&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.  If you're feeling lazier, use statues to keep dwarves off the wrong squares.  Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.&lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
Intentional cave-ins serve several purposes:&lt;br /&gt;
* '''Defense'''&lt;br /&gt;
*: Use cave-ins to block off water approaches to underground cavern levels.  Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Death'''&lt;br /&gt;
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures.  This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to 'spare' an [[Wound|'injured']] dwarf who likes 'laying' in a bed all to [[Noble|himself.]]&lt;br /&gt;
* '''Removal of floor tiles'''&lt;br /&gt;
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you saved yourself!&lt;br /&gt;
* '''Breaking through multiple aquifer levels'''&lt;br /&gt;
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
* '''Trapping [TRAPAVOID] creatures:'''&lt;br /&gt;
*: Since the dust from a cave-in can knock creatures unconscious, and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for kobolds and gremlins, as all other creatures which avoid traps are also immune to being knocked unconscious.&lt;br /&gt;
* '''Moving Water / Magma faster than [[Screw_pump#Pump_stack|Pump Stack]]s'''&lt;br /&gt;
*: Main article: [[Magma piston]]&lt;br /&gt;
* '''Cavern Control'''&lt;br /&gt;
*: Suppose that a cavern has a lake that extends to the edge of the screen. You can use a cave-in to drop a wall of rock into the water to cut that lake off from the edge of the screen. This helps you secure that cavern edge from spawning creatures. You could then empty the water and grow trees on the muddy lake bottom.&lt;br /&gt;
&lt;br /&gt;
=== Caving-in the toplevel/terrain from inside ===&lt;br /&gt;
&lt;br /&gt;
You can cause terrain above you to cave in without going outside by first mining up stairs below the &amp;quot;borderline&amp;quot; you want to channel, channel the tiles above them, and removing the stairs afterwards.&lt;br /&gt;
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Not literal [[vermin]], those won't be blocked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Layer-material can change when collapsing soil layers.{{bug|1206}}&lt;br /&gt;
*Forest fires cause constant collapses.{{bug|6829}} &lt;br /&gt;
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens, including releasing underground tree spores.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=235559</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=235559"/>
		<updated>2018-04-05T03:34:43Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Added bug note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in three flavors, these being the standard &amp;quot;raid&amp;quot;, and the new &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot; options. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. &lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each armies highest leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into settlement undetected&lt;br /&gt;
* Searched settlement&lt;br /&gt;
* Stole artifact&lt;br /&gt;
* Asked about artifact&lt;br /&gt;
* Caroused in site&lt;br /&gt;
* Freed the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* Confronted the Human/Elf/Goblin/Dwarf/Animal&lt;br /&gt;
* The Human/Elf/Goblin/Dwarf/Animal fought with&lt;br /&gt;
* Human/Elf/Goblin/Dwarf/Animal's (body part) was torn out/ripped off&lt;br /&gt;
* Human/Elf/Goblin/Dwarf/Animal was struck down&lt;br /&gt;
* Item/Artifact was looted from Human/Elf/Goblin/Dwarf&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Training&amp;diff=235368</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Training&amp;diff=235368"/>
		<updated>2018-03-23T03:07:07Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Wrestling sparring no longer causes injuries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:50, 12 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.  For information on training animals, see [[Animal trainer]].  For information on training attributes, see [[Cross-training]].''&lt;br /&gt;
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from solo practice to direct instruction, from sparring to actual (controlled) combats.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery a [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a [[barracks]]. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Sparring and demonstrations==&lt;br /&gt;
Sparring is a form of practice melee [[combat]] performed by two or more members of a [[squad]]. Sparring is a mostly safe way to get experienced soldiers. Sparring appears to train every usable combat skill (weapon, Fighting, Wrestling, Discipline, etc.) even when dwarves have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.&lt;br /&gt;
&lt;br /&gt;
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training.  Both dwarves should have the same weapon, to minimize useless cross-weapon teaching.  However, sparring management is still a poorly understood science. &lt;br /&gt;
Building a barracks and designating a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{k|s}} menu and then hitting {{k|t}}, or by the {{k|m}}-{{k|a}} menu.&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your inactive soldiers will continue to do jobs outside the military if they don't have a place to train or an active schedule.&lt;br /&gt;
&lt;br /&gt;
However, [[Personality_trait|motivated]]{{verify}} dwarves will also conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;). This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves do not hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain Wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your sparring dwarves wear helmets.{{verify}}&amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt; '''Note:''' ''all'' sparring dwarves may decide to do a bit of Wrestling, even if they have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, dwarves can teleport through at least two solid wall tiles when using charge attacks.{{bug|7444}} To avoid problems, barracks should not be located close to cisterns, pits, magma reservoirs, sealed-off areas, or any other potential danger. &lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;). In either case, [[cross-training]] can raise attributes while providing a larger and more flexible military.&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Using_bins_and_barrels&amp;diff=235348</id>
		<title>Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Using_bins_and_barrels&amp;diff=235348"/>
		<updated>2018-03-17T06:16:51Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: Deleted a trick for getting artifacts out of bins. The trick doesn't work any more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:16, 3 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [12]≡) of items occupies one space of [[stockpile]] room. You can consolidate stockpile space by making [[bin]]s, [[barrel]]s and [[large pot|pots]] that can hold many items at once. Barrels and pots store [[food]] and [[alcohol]]; bins can store many types of smaller items, such as [[finished goods]], [[metal]] [[bar]]s, [[ammo]], and [[gem]]s. Building a steady supply of [[container]]s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food storage==&lt;br /&gt;
&lt;br /&gt;
Food can be stored in [[barrel]]s and [[large pot|pots]]. Each barrel or large pot can hold up to 60 total units. Each unit in a stack counts towards the total storage.&lt;br /&gt;
&lt;br /&gt;
Foods will only be stored together if they're from the same category.  For example, dwarves will never mix plants and meat in the same barrel.&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing [[seed]]s is that [[bag]]s are required to put seeds in. These bags will then be placed inside the barrel or pot. Otherwise, the dwarves will end up with one seed per tile. Furthermore, as seeds will rot outside of a stockpile, you may find that your fortress is not getting seeds from the plants you're consuming when the food stockpile is full. Get your textile industry started early; you may want to avoid milling plants until it ramps up. [http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Drink storage==&lt;br /&gt;
&lt;br /&gt;
[[Alcohol]] must be [[brewer|brewed]] into either a barrel or pot. Each container can hold a single stack of 30 or less alcohol. Larger batches should be split across multiple containers automatically. &lt;br /&gt;
&lt;br /&gt;
There appears to be no way to empty a barrel or pot containing alcohol, short of forcing your dwarves to drink the rest.&lt;br /&gt;
&lt;br /&gt;
==Goods storage==&lt;br /&gt;
&lt;br /&gt;
Most non-food items can be stored in [[bin]]s; the quantity allowed depends upon the items stored. Each bin can store up to 5 [[bar]]s or [[block]]s, while 30 or more small [[craft]]s may fit into a single bin. This might have changed in newer versions of the game.&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/[[Block]], ammo, gems, finished goods, [[cloth]] and [[leather]] stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize, using {{k|q}} → {{k|c}}/{{k|v}} and {{k|e}}/{{k|r}} to decrease and increase the limits.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and [[dwarven syrup]], they do not have to be located on a [[furniture]] stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
Though it is possible to reserve bins, there is no advantage in doing so, as no workshop tasks require empty bins.&lt;br /&gt;
&lt;br /&gt;
==Bin/Barrel reassignment==&lt;br /&gt;
&lt;br /&gt;
If you have a limited number of barrels and pots (possibly due to a lumber and stone shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[Activity_zone#Garbage_Dump|garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
A faster way to dump the contents of a barrel or bin is to use designations. {{k|d|b|d}}, then select the barrels or bins you wish to dump. The container and all of its contents will be dumped separately. Then simply {{k|d|b|c}} to reclaim the items once they are in the dump.&lt;br /&gt;
&lt;br /&gt;
This trick does not work on [[artifact]]s as these cannot be dumped.&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials when possible. Even the heaviest types of [[wood]] are lighter than any metal (excluding [[adamantine]]) - the wood of [[feather tree]]s is the best of all. As an alternative, you can place small &amp;quot;feeder&amp;quot; [[stockpile]]s that disallow barrels/bins and link them to larger storage stockpiles nearby to greatly reduce the distance traveled while carrying a heavy container.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] barrels are supposedly better for food stockpiles because they resist [[vermin]]; unfortunately there is no good way to convince your dwarves to allocate metal barrels for food storage aside from using them exclusively.&lt;br /&gt;
&lt;br /&gt;
The material of the container also determines whether the container is [[fire-safe]] and [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
&lt;br /&gt;
* [[Ammunition]] stored in bins may not appear available to marksdwarves, eventually causing them to head to battle without bolts. Disabling bins in ammo [[stockpile]]s is recommended.{{bug|2706}}&lt;br /&gt;
* Items in bins are sometimes not found for tasks.{{bug|8755}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=235341</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=235341"/>
		<updated>2018-03-15T10:26:23Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s. Designate them as jail cells. Ta-dah, you have a jail.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything besides wait for his prison term to end.&lt;br /&gt;
The best choice of restraint is therefore a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving him a boost to his [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, hammering may occur, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows him to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when he's hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the hauler grabs.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give him a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high quality bone and jewel encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the jail cell will allow the prisoner to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within his reach and designate it as his office, and that will let him continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for him, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel covered chains and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rooms}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=235333</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=235333"/>
		<updated>2018-03-13T19:55:01Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:13, 4 February 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. For dwarves, the default values result in movement five times faster on land than in water. However, a creature's effective swimming speed can be modified by its Swimmer skill level; a legendary swimmer may be ''faster'' in water than on land.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
Dwarves with dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth).  Those of novice (level 2) level experience or greater can be in deep surface water without drowning.  Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. they are at the bottom of a two level deep cistern, or the bottom of the ocean). A [[bridge]] (or presumably any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]]. &lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, not stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  &lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate (level 3) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended. Higher levels only increase speed while swimming.&lt;br /&gt;
&lt;br /&gt;
Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent death from drowning. While water with a depth of 7/7 is deadly for non-swimmers, you can use water from 4/7 to 6/7 safely to teach dwarves how to swim without risk of drowning. The speed of learning is independent of the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim, and therefore learn anything.&lt;br /&gt;
&lt;br /&gt;
Training your dwarves just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves into the water, so you may need to prevent them from leaving an area (locked door, etc.) and then fill the area with the required amount of water, or dump them in from above using a [[bridge|retracting bridge]].&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).  Be aware that in recent versions dwarves can now suffer injuries more easily when [[gravity|falling]], so this method can cause serious harm when the dwarves are washed over the edge. Constructing the landing zone out of [[density|lighter]] materials will help prevent serious complications.&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;....&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;║  - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;+++▲&amp;lt;/font&amp;gt;║  - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
  ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
  ║.║    - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
===Minecart training===&lt;br /&gt;
&lt;br /&gt;
With the addition of [[minecart]]s, a safe automated swimming experience can be almost guaranteed. Originally, the design involved hauling dwarves down into a pond and forcing them to swim back out.[http://www.bay12forums.com/smf/index.php?topic=129889.0] However, it was discovered that dwarves gain swimming skill while simply riding in the minecart. A simple loop track which descends 1 z-level into a pool of water then climbs back out will train your dwarves quickly and conveniently. It is advisable to ensure your pond has a uniform depth--fluid [[flow]] can interfere with the minecart, even knocking it off-track. A depth of 4/7 or 5/7 is ideal. Note that water will slow the minecart considerably; you'll want an impulse ramp after roughly 10 tiles of 4/7 water. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
            z                          z+1&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░░   ░░░░░░░░░░░░░░░░░░░░░░░░ &lt;br /&gt;
 ░╔══▲══════════▲══════╗░   ░                      ░ &lt;br /&gt;
 ░║░░░░░░░░░░░░░░░░░░░░║░   ░ ░░░░░░░░░░░░░░░░░░░░ ░ &lt;br /&gt;
 ░╚════▲═══▲░░░▲══════▲╝░   ░         ▼╗+╞▼        ░ &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░░   ░░░░░░░░░░░║^░░░░░░░░░░░ &lt;br /&gt;
           ░+░                        ░H+░           &lt;br /&gt;
           ░+░                        ░░+░           &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
# Carve the tracks and add impulse ramps (shown) or rollers on level z. &lt;br /&gt;
# Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]] (make sure to leave the corner walls intact).&lt;br /&gt;
# Fill the track section on layer z with 4/7 water. &lt;br /&gt;
# Link the pressure plate '^' to the hatch cover 'H' (this is necessary to automatically dispose of [[wear|worn]] clothing that dwarves drop at the end of the ride). &lt;br /&gt;
# Set stop 1 to ride down the ramp to the east immediately/always.&lt;br /&gt;
# Assign a minecart to the route (wooden minecarts are recommended in case of collisions).&lt;br /&gt;
# Dwarves with the &amp;quot;Push/Haul Vehicles&amp;quot; labor enabled will now automatically train swimming.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Dwarves cannot fight while swimming. Adults won't initiate most activities, but they may continue what they were doing before being submerged. Dwarves can sleep underwater and gain swimming experience for it.&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water. This is relatively safe for the climbing dwarf, as the water will cushion his fall. It may not be so safe for any dwarves that he [[Gravity|lands]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and mostly likely die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience. Repeat until they manage to swim without drowning. Drowning itself can also be beneficial as certain attributes, notably toughness and endurance, are greatly benefited by the strain caused by the experience. Provided that the experience does not reach its fatal conclusion, the toughness of your band should reach a point where it is only be exceeded by larger or more supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=235332</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=235332"/>
		<updated>2018-03-13T19:47:12Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:13, 4 February 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. For dwarves, the default values result in movement five times faster on land than in water. However, a creature's effective swimming speed can be modified by its Swimmer skill level; a legendary swimmer may be ''faster'' in water than on land.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
Dwarves with dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth).  Those of novice (level 2) level experience or greater can be in deep surface water without drowning.  Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. they are at the bottom of a two level deep cistern, or the bottom of the ocean). A [[bridge]] (or presumably any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]]. &lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, not stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  &lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate (level 3) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended. Higher levels only increase speed while swimming.&lt;br /&gt;
&lt;br /&gt;
Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent death from drowning. While water with a depth of 7/7 is deadly for non-swimmers, you can use water from 4/7 to 6/7 safely to teach dwarves how to swim without risk of drowning. The speed of learning is independent of the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim, and therefore learn anything.&lt;br /&gt;
&lt;br /&gt;
Training your dwarves just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves into the water, so you may need to prevent them from leaving an area (locked door, etc.) and then fill the area with the required amount of water, or dump them in from above using a [[bridge|retracting bridge]].&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).  Be aware that in recent versions dwarves can now suffer injuries more easily when [[gravity|falling]], so this method can cause serious harm when the dwarves are washed over the edge. Constructing the landing zone out of [[density|lighter]] materials will help prevent serious complications.&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;....&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;║  - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;+++▲&amp;lt;/font&amp;gt;║  - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
  ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
  ║.║    - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
===Minecart training===&lt;br /&gt;
&lt;br /&gt;
With the addition of [[minecart]]s, a safe automated swimming experience can be almost guaranteed. Originally, the design involved hauling dwarves down into a pond and forcing them to swim back out.[http://www.bay12forums.com/smf/index.php?topic=129889.0] However, it was discovered that dwarves gain swimming skill while simply riding in the minecart. A simple loop track which descends 1 z-level into a pool of water then climbs back out will train your dwarves quickly and conveniently. It is advisable to ensure your pond has a uniform depth--fluid [[flow]] can interfere with the minecart, even knocking it off-track. A depth of 4/7 or 5/7 is ideal. Note that water will slow the minecart considerably; you'll want an impulse ramp after roughly 10 tiles of 4/7 water. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
            z                          z+1&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░░   ░░░░░░░░░░░░░░░░░░░░░░░░ &lt;br /&gt;
 ░╔══▲══════════▲══════╗░   ░                      ░ &lt;br /&gt;
 ░║░░░░░░░░░░░░░░░░░░░░║░   ░ ░░░░░░░░░░░░░░░░░░░░ ░ &lt;br /&gt;
 ░╚════▲═══▲░░░▲══════▲╝░   ░         ▼╗+╞▼        ░ &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░░   ░░░░░░░░░░░║^░░░░░░░░░░░ &lt;br /&gt;
           ░+░                        ░H+░           &lt;br /&gt;
           ░+░                        ░░+░           &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
# Carve the tracks and add impulse ramps (shown) or rollers on level z. &lt;br /&gt;
# Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]] (make sure to leave the corner walls intact).&lt;br /&gt;
# Fill the track section on layer z with 4/7 water. &lt;br /&gt;
# Link the pressure plate '^' to the hatch cover 'H' (this is necessary to automatically dispose of [[wear|worn]] clothing that dwarves drop at the end of the ride). &lt;br /&gt;
# Set stop 1 to ride down the ramp to the east immediately/always.&lt;br /&gt;
# Assign a minecart to the route (wooden minecarts are recommended in case of collisions).&lt;br /&gt;
# Dwarves with the &amp;quot;Push/Haul Vehicles&amp;quot; labor enabled will now automatically train swimming.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Children like to play while swimming. Adults won't initiate most activities, but they may continue what they were doing before being submerged. Dwarves can sleep underwater and gain swimming experience for it.&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water. This is relatively safe for the climbing dwarf, as the water will cushion his fall. It may not be so safe for any dwarves that he [[Gravity|lands]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and mostly likely die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience. Repeat until they manage to swim without drowning. Drowning itself can also be beneficial as certain attributes, notably toughness and endurance, are greatly benefited by the strain caused by the experience. Provided that the experience does not reach its fatal conclusion, the toughness of your band should reach a point where it is only be exceeded by larger or more supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=235288</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=235288"/>
		<updated>2018-03-06T04:55:58Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only perform jobs (use workshops, dig walls, use rooms, etc.) in burrows they are assigned to, though dwarves not assigned to any burrow may still perform jobs located in a burrow assigned to other dwarves.&lt;br /&gt;
&lt;br /&gt;
Military dwarves that are on duty will ignore burrows.  Off-duty military dwarves will respect their burrows in the same ways as civilian dwarves.  If a military dwarf's training area is outside of his burrow, that dwarf will not train when off duty.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
'''Burrows do not restrict a dwarf's movements'''; they only restrict the locations where dwarves may perform jobs (including picking up items, eating, sleeping, etc.).  An idle dwarf can still go anywhere, regardless of burrows.  (Note: a [[#Civilian Alerts|Civilian Alert]] overrides this behavior.)&lt;br /&gt;
&lt;br /&gt;
Additionally, burrows can be toggled ({{k|w}} in the burrow menu) to restrict workshops inside the burrow to only use items from inside the burrow. Note that all items for the job must be located inside the burrow (including [[fuel]] for furnaces and [[barrel]]s for brewing). This feature is new and should be used with caution since it can result in less-than-obvious workshop job cancellations.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure an existing burrow, select it with {{k|+}},{{k|-}},{{k|*}}, &amp;amp; {{k|/}}.&lt;br /&gt;
&lt;br /&gt;
Press {{k|enter}} to set the burrow's name ({{k|n}}), {{k|c}}hange the symbol used, and define what tiles it encompasses. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cuboids, rather than rectangles, or create multiple non-contiguous spaces. This may become important if you burrow citizens for an extended period of time, as you can include the dining hall, food &amp;amp; alcohol stockpiles, and bedrooms to keep your dwarves away from hungry/thirsty/tired states. Workshop stockpiles will need to be included within the burrow for craft-type dwarves (e.g. mason, bone carver, etc.) to do these jobs. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' Also like zone selections, they may overlap. You can also set the colors and symbols used for different burrows to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles.&lt;br /&gt;
&lt;br /&gt;
After defining the area of the burrow, you can add citizens with {{k|c}} on the selection screen, however they will stand wherever they happen to be until assigned a task inside the burrow, which they can path to.  Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.  The order of the dwarves in the list is based on an internal ID number, which doesn't correspond with any in game characteristic of the dwarf.&lt;br /&gt;
&lt;br /&gt;
== Deleting Burrows ==&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}.&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
&lt;br /&gt;
Normally, you need to add citizens to a burrow manually when defining it to have them respect the boundaries. However, a [[civilian alert]] will automatically confine all non-military dwarves to the burrows defined in the alert for as long as the alert is active.  When you set the civilian alert level to an alert including a defined burrow, your civilian dwarves will ignore their normal burrow-based job restrictions even if their burrow is one of those in the civilian alert.&lt;br /&gt;
&lt;br /&gt;
See [[User:Khearn/CivilianAlertBurrow|these beginner-friendly instructions]] on how to create and use a civilian alert burrow.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to.  Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
===Causing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems. {{bugl|434}}, a longstanding burrow bug, was converted to an optional workshop restriction feature in v0.40.07. Unfortunately, this feature can be enabled accidentally (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow).&lt;br /&gt;
&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}}&lt;br /&gt;
&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
&lt;br /&gt;
* Harvest plants job unaffected by burrows.{{bug|5454}}&lt;br /&gt;
&lt;br /&gt;
* Build construction job unaffected by burrows.{{bug|8414}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves try to party outside of burrow, &amp;quot;cancel attend party: no floor space&amp;quot;.{{bug|3390}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=235287</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=235287"/>
		<updated>2018-03-06T04:50:41Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only perform jobs (use workshops, dig walls, use rooms, etc.) in burrows they are assigned to, though dwarves not assigned to any burrow may still perform jobs located in a burrow assigned to other dwarves.&lt;br /&gt;
&lt;br /&gt;
Military dwarves that are on duty will ignore burrows.  Off-duty military dwarves will respect their burrows in the same ways as civilian dwarves.  If a military dwarf's training area is outside of his burrow, that dwarf will not train when off duty.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
'''Burrows do not restrict a dwarf's movements'''; they only restrict the locations where dwarves may perform jobs (including picking up items, eating, sleeping, etc.).  An idle dwarf can still go anywhere, regardless of burrows.  (Note: a [[#Civilian Alerts|Civilian Alert]] overrides this behavior.)&lt;br /&gt;
&lt;br /&gt;
Additionally, burrows can be toggled ({{k|w}} in the burrow menu) to restrict workshops inside the burrow to only use items from inside the burrow. Note that all items for the job must be located inside the burrow (including [[fuel]] for furnaces and [[barrel]]s for brewing). This feature is new and should be used with caution since it can result in less-than-obvious workshop job cancellations.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure an existing burrow, select it with {{k|+}},{{k|-}},{{k|*}}, &amp;amp; {{k|/}}.&lt;br /&gt;
&lt;br /&gt;
Press {{k|enter}} to set the burrow's name ({{k|n}}), {{k|c}}hange the symbol used, and define what tiles it encompasses. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cuboids, rather than rectangles, or create multiple non-contiguous spaces. This may become important if you burrow citizens for an extended period of time, as you can include the dining hall, food &amp;amp; alcohol stockpiles, and bedrooms to keep your dwarves away from hungry/thirsty/tired states. Workshop stockpiles will need to be included within the burrow for craft-type dwarves (e.g. mason, bone carver, etc.) to do these jobs. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' Also like zone selections, they may overlap. You can also set the colors and symbols used for different burrows to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles.&lt;br /&gt;
&lt;br /&gt;
After defining the area of the burrow, you can add citizens with {{k|c}} on the selection screen, however they will stand wherever they happen to be until assigned a task inside the burrow, which they can path to.  Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.  The order of the dwarves in the list is based on an internal ID number, which doesn't correspond with any in game characteristic of the dwarf.&lt;br /&gt;
&lt;br /&gt;
== Deleting Burrows ==&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}.&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
&lt;br /&gt;
Normally, you need to add citizens to a burrow manually when defining it to have them respect the boundaries. However, a [[civilian alert]] will automatically confine all non-military dwarves to the burrows defined in the alert for as long as the alert is active.  When you set the civilian alert level to an alert including a defined burrow, your civilian dwarves will ignore their normal burrow-based job restrictions even if their burrow is one of those in the civilian alert.&lt;br /&gt;
&lt;br /&gt;
See [[User:Khearn/CivilianAlertBurrow|these beginner-friendly instructions]] on how to create and use a civilian alert burrow.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to.  Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
===Causing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no food, booze, or beds, then that dwarf can't eat, drink, or sleep in the normal way. He usually won't die; desperation will eventually drive him to find what he needs outside the burrow. But prolonged extreme privation (very drowsy, very thirsty, starving) can eventually cause [[insanity]]. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally cause children to go insane this way, since they'll keep on playing while they're suffering.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems. {{bugl|434}}, a longstanding burrow bug, was converted to an optional workshop restriction feature in v0.40.07. Unfortunately, this feature can be enabled accidentally (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow).&lt;br /&gt;
&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}}&lt;br /&gt;
&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
&lt;br /&gt;
* Harvest plants job unaffected by burrows.{{bug|5454}}&lt;br /&gt;
&lt;br /&gt;
* Build construction job unaffected by burrows.{{bug|8414}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves try to party outside of burrow, &amp;quot;cancel attend party: no floor space&amp;quot;.{{bug|3390}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=235286</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=235286"/>
		<updated>2018-03-05T22:16:26Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only perform jobs (use workshops, dig walls, use rooms, etc.) in burrows they are assigned to, though dwarves not assigned to any burrow may still perform jobs located in a burrow assigned to other dwarves.&lt;br /&gt;
&lt;br /&gt;
Military dwarves that are on duty will ignore burrows.  Off-duty military dwarves will respect their burrows in the same ways as civilian dwarves.  If a military dwarf's training area is outside of his burrow, that dwarf will not train when off duty.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
'''Burrows do not restrict a dwarf's movements'''; they only restrict the locations where dwarves may perform jobs (including picking up items, eating, sleeping, etc.).  An idle dwarf can still go anywhere, regardless of burrows.  (Note: a [[#Civilian Alerts|Civilian Alert]] overrides this behavior.)&lt;br /&gt;
&lt;br /&gt;
Additionally, burrows can be toggled ({{k|w}} in the burrow menu) to restrict workshops inside the burrow to only use items from inside the burrow. Note that all items for the job must be located inside the burrow (including [[fuel]] for furnaces and [[barrel]]s for brewing). This feature is new and should be used with caution since it can result in less-than-obvious workshop job cancellations.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure an existing burrow, select it with {{k|+}},{{k|-}},{{k|*}}, &amp;amp; {{k|/}}.&lt;br /&gt;
&lt;br /&gt;
Press {{k|enter}} to set the burrow's name ({{k|n}}), {{k|c}}hange the symbol used, and define what tiles it encompasses. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cuboids, rather than rectangles, or create multiple non-contiguous spaces. This may become important if you burrow citizens for an extended period of time, as you can include the dining hall, food &amp;amp; alcohol stockpiles, and bedrooms to keep your dwarves away from hungry/thirsty/tired states. Workshop stockpiles will need to be included within the burrow for craft-type dwarves (e.g. mason, bone carver, etc.) to do these jobs. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' Also like zone selections, they may overlap. You can also set the colors and symbols used for different burrows to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles.&lt;br /&gt;
&lt;br /&gt;
After defining the area of the burrow, you can add citizens with {{k|c}} on the selection screen, however they will stand wherever they happen to be until assigned a task inside the burrow, which they can path to.  Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.  The order of the dwarves in the list is based on an internal ID number, which doesn't correspond with any in game characteristic of the dwarf.&lt;br /&gt;
&lt;br /&gt;
== Deleting Burrows ==&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}.&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
&lt;br /&gt;
Normally, you need to add citizens to a burrow manually when defining it to have them respect the boundaries. However, a [[civilian alert]] will automatically confine all non-military dwarves to the burrows defined in the alert for as long as the alert is active.  When you set the civilian alert level to an alert including a defined burrow, your civilian dwarves will ignore their normal burrow-based job restrictions even if their burrow is one of those in the civilian alert.&lt;br /&gt;
&lt;br /&gt;
See [[User:Khearn/CivilianAlertBurrow|these beginner-friendly instructions]] on how to create and use a civilian alert burrow.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to.  Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
===Causing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no food, booze, or beds, then that dwarf can't eat, drink, or sleep in the normal way. He usually won't die; desperation will usually drive him to find what he needs outside the burrow. But prolonged extreme privation (very drowsy, very thirsty, starving) can eventually cause [[insanity]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems. {{bugl|434}}, a longstanding burrow bug, was converted to an optional workshop restriction feature in v0.40.07. Unfortunately, this feature can be enabled accidentally (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow).&lt;br /&gt;
&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}}&lt;br /&gt;
&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
&lt;br /&gt;
* Harvest plants job unaffected by burrows.{{bug|5454}}&lt;br /&gt;
&lt;br /&gt;
* Build construction job unaffected by burrows.{{bug|8414}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves try to party outside of burrow, &amp;quot;cancel attend party: no floor space&amp;quot;.{{bug|3390}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=235232</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=235232"/>
		<updated>2018-02-23T07:24:35Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. Attempts to mine through the layer will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Aquifers can't be drained - the groundwater is limitless. In stone aquifer layers, [[smoothing]] the walls will stop the production of water.  Aquifers do not only produce water - an aquifer tile will absorb any amount of pressurized water from neighboring tiles (effectively draining all layers above the aquifer). As with water production, this ability will not be disabled no matter how much water it absorbs. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater.&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations, particularly those near rivers and oceans are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
*[[lignite]]&lt;br /&gt;
&lt;br /&gt;
Layers which '''can't''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== What they do ==&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below.  They do not produce water in the tile above them, or any diagonal tiles. Note that [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water.&lt;br /&gt;
&lt;br /&gt;
Unmined aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction, and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone, and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell, thus leading to a lot of [[Fun]].&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
===Probing an aquifer===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is enough to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer aquifers.&lt;br /&gt;
&lt;br /&gt;
===Going around===&lt;br /&gt;
&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type or vegetation type or density.  You might be able to dig down through a biome that doesn't have an aquifer, to a Z-level below the aquifer, and then (if you wish) tunnel beneath the aquifer to the previously inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level.  So you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
===Working in aquifers===&lt;br /&gt;
&lt;br /&gt;
The techniques below involve working in aquifers, and some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
===The double slit method===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
===The Chicken Run Technique===&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the game, this term meant using a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer can fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.{{version|0.40.23}}&lt;br /&gt;
&lt;br /&gt;
A limited but extremely useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dorf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. '''Note''': It is suspected to be impossible for even a legendary miner to dig fast enough to do this in a stone aquifer layer.&lt;br /&gt;
&lt;br /&gt;
===Exploiting Cave-Ins===&lt;br /&gt;
&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
====Cave-In Example====&lt;br /&gt;
&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
====Concentric Ring Method for Multiple Layers====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
====Chicken-run plug====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
===== With PyLNP =====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack =====&lt;br /&gt;
The DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark, without requiring raw edits.  If you have DFHack, this is the best method.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep an aquifer on your map (eg. as a water source), but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
===== Command-line (Linux/OS X) =====&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
=====Text editor (All operating systems)=====&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    ”THE FOLDER DF IS INSTALLED IN”/data/save/&amp;quot;THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER]&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
While annoying, aquifers can be useful for building a self-sufficient fortress, and for water-related [[megaprojects]]. Since an aquifer can absorb an infinite amount of water, it can function as a drain for anything above it. For instance, digging a pit in a lower Z level of an aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially dangerous cavern creatures.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortification&amp;diff=235226</id>
		<title>Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortification&amp;diff=235226"/>
		<updated>2018-02-22T06:27:36Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: After reading the underlying bug report (0002697), edited the entry to clarify that this is a problem of nonengagement rather than vision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:42, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Fortification''' is a construction that allows the passage of [[ammunition|projectiles]] [in and out] and liquids, [[mist]], [[steam]], [[web|webs]], [[fire]], [[miasma]] and [[smoke]], but in theory not [[creature]]s, making them an important part in a fortress's [[defense guide|defense]]. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. &lt;br /&gt;
&lt;br /&gt;
Fortifications allow liquids to pass through in any direction except vertically -- they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from [[construction|constructed]] walls or [[smoothing|smooth]]ed natural walls by pressing {{K|d}}esignation and then Carve {{K|F}}ortifications. The second way is through the [[construction]] [[menu]]: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most [[building]]s, this will require one unit of [[wood]], [[stone]], [[metal]], or [[glass]]. Note that constructed fortifications do ''not'' create walkable [[floor]]s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
Carved fortifications must be carved by a dwarf with the [[Stone detailing]] [[labor]] enabled. Constructed fortifications must be built by a dwarf with a corresponding labor to the material used.&lt;br /&gt;
&lt;br /&gt;
* Fortifications ''constructed'' as such are ''open'' on top - they do not provide a floor for the tile above. This lets water, items and some critters in, until and unless a [[floor]] or something else is built one Z-level above, just like over any other empty space.&lt;br /&gt;
* Fortifications ''carved'' out of a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the original wall, this floor is ''not'' a &amp;quot;construction&amp;quot;, even if it's &amp;quot;Gabbro block floor&amp;quot;, thus other constructions can be readily placed on top of a carved fortification.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures can of course fly over fortifications (but not through). If there is open space above your defense positions, you can either ''carve'' them out of walls in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advice as dwarves don't like rain anyway and strange accidents can cause the weirdest things to fall from above. Note that fliers can diagonally bypass a fortification if the tile above the fortification doesn't have a floor. &lt;br /&gt;
&lt;br /&gt;
Enemy archers may also fire back through your fortifications. Enemies that stand directly next to your fortifications can fire inward, therefore it's recommended to build a moat around your fortifications, or elevate them from the ground level. Enemy '''elite''' bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces. Elite bowman can be defended against without compromising the usefulness of a fortification network by constructing a thin 1-tile wide raising [[bridge]] just outside the fortification. Attach each bridge to a [[lever]] and pull the lever if an elite goblin poses a threat. The blocking bridge will cut off line of sight and prevent bolts from penetrating your defenses.&lt;br /&gt;
&lt;br /&gt;
Melee combat can cause severed body parts of the combatants and their carried items to become stuck inside nearby fortifications. Items moved by [[flow]]ing water may do the same. Dwarves cannot directly recover these items, which can cause problems with clutter and especially [[miasma]]. The easiest solution is to destroy and reconstruct the fortification. Same applies to objects falling from above, thus if a fortification is used to e.g. protect a water sink, installing a floor [[grate]] above it may be a good idea: it will catch most stuff that would end up stuck in the fortification. It's not as simple with horizontal movement, but sometimes a line of vertical [[bars]] or [[grate]]s may help - if something gets stuck in them first, at least that place can be made accessible simply by flipping a [[lever]], then closed again just as quickly.&lt;br /&gt;
&lt;br /&gt;
Fortifications combined with [[window]]s can enable dwarves or their animals to watch for stealthy intruders from safety. As [[construction]]s, fortifications are immune to [[building destroyer]]s, yet they allow enemy archers to murder your watch-chickens. Windows will stop arrows, but as [[building]]s they're vulnerable to building destroyers. Combined correctly, the two can provide a see-through barrier that protects your watch-animals against any enemy, with the possible exception of an enemy that breathes [[fire]]. With enough animals on the job, this setup will reveal all [[ambush]]es and many a [[thief]]. Note that since this eats 2 tiles of 3 [[Observer|maximum detection range]], stealthy units can't avoid it altogether only in 1-tile wide (2 if observed from both sides) corridors. Its major weakness is the problem with body parts getting stuck in the fortifications. Alternatively, one could watch from above through floor [[grate]]s.&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] you can throw any item (such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses, etc.) through a fortification, but you cannot climb through them.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall [[grate]]s and vertical [[bars]] work, but they are vulnerable to [[building destroyer]]s.{{Bug|3327}}&lt;br /&gt;
* A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible, however if the water is flowing, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth). {{Bug|5458}}&lt;br /&gt;
* Items also can be pushed or dropped into a fortification, and remain inaccessible until it's removed. {{Bug|2163}}&lt;br /&gt;
* '''Creatures can now jump through fortifications''' {{Bug|8160}}&lt;br /&gt;
&lt;br /&gt;
* Additionally, there are other conditions that may allow a creature to pass through a fortification, such as being thrown by a wrestler, tossed by a bridge, or dropped from above. Should a creature end up in a fortification tile, it can path and move out of the fortification to any adjacent passable tile. If a creature is killed by an attack which knocks it into a fortification, its corpse and equipment will become lodged inside, requiring mining or deconstructing the fortification to remove the items.&lt;br /&gt;
** When this happens to a dwarf with baby, the baby gets dropped and then cannot leave the fortification on its own (unless one happens to grow into child while there). Removing the fortification is not possible when a baby is sitting there. {{Bug|2160}}&lt;br /&gt;
* Marksdwarves often fail to register that there are enemies on the other side of a fortification unless they (the dwarves) are directly next to the fortification. {{Bug|2697}} Having a single-tile hall behind can help. [[Statue]]s can be used as &amp;quot;soft&amp;quot; impassable tiles for this purpose: dwarves can dodge into one, but won't try to walk into such tile normally.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dumed | elvish = acene | goblin = osma | human = uvno}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=235220</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=235220"/>
		<updated>2018-02-19T09:18:46Z</updated>

		<summary type="html">&lt;p&gt;Leonidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Leonidas</name></author>
	</entry>
</feed>