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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LockeslyLCrit</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=LockeslyLCrit"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/LockeslyLCrit"/>
	<updated>2026-04-04T08:05:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=115830</id>
		<title>User talk:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=115830"/>
		<updated>2010-05-28T21:40:48Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Herbalism/Growing ==&lt;br /&gt;
&lt;br /&gt;
Are you sure you're collecting ''seeds''? When collecting outdoor plants with an Herbalist, you get the raw plant, not the seed. For example, you will get wild strawberries, but not the strawberry seed. Brew the strawberries to obtain the seed for planting. [[User:LockeslyLCrit|LockeslyLCrit]] 10:37, 27 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
My problem could have been that. I am playing on a small 2x2 lot so gathering above ground plants quickly is not much of an issue. (unless there is a bonus having a high Herbalist that would affect farming)&lt;br /&gt;
Wood is a precious commodity on a small map. Means no metal industry early on. Creating the problem of making enough barrels.&lt;br /&gt;
Restricting the diet in the beginning could be an option. No fish/meat makes a dwarf eat plants, creating seeds.--[[User:Bagok701|Bagok701]] 21:42, 27 May 2010 (UTC)&lt;br /&gt;
:As far as I know, Herbalism doesn't affect farming, only gathering. As far as the lack of food options due to the lack of wood, I suggest turning on Hunting on one of your dwarves that has a weapon. A Woodcutter or Miner with no Ambushing skill can be (surprisingly enough) as effective as the typical crossbow Hunter, provided they aren't hunting anything that can fight back like elephants. If your map really doesn't have any animals (even in mountains, there are at least a few mountain goats running around), the alternative is to grab as many wild plants as you can with your Herbalist and farm the heck out of them (by selectively Forbidding other foods so your dwarves will eat the foods you want). If bad comes to worse, spend one wood to make an animal trap (via Carpenter's Workshop with a Trapper) and have that trapper Catch A Live Animal via the Butcher's Shop. You can only catch one small animal at a time, but they count as food items that don't spoil. Useful in an emergency, or if your dwarves are complaining about variety. You can do this until the next caravan arrives where you can (hopefully) trade for more wood. [[User:LockeslyLCrit|LockeslyLCrit]] 21:40, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=115584</id>
		<title>User talk:Bagok701</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bagok701&amp;diff=115584"/>
		<updated>2010-05-27T10:37:15Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: Created page with '== Herbalism/Growing ==  Are you sure you're collecting ''seeds''? When collecting outdoor plants with an Herbalist, you get the raw plant, not the seed. For example, you will ge…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Herbalism/Growing ==&lt;br /&gt;
&lt;br /&gt;
Are you sure you're collecting ''seeds''? When collecting outdoor plants with an Herbalist, you get the raw plant, not the seed. For example, you will get wild strawberries, but not the strawberry seed. Brew the strawberries to obtain the seed for planting. [[User:LockeslyLCrit|LockeslyLCrit]] 10:37, 27 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=114812</id>
		<title>User:LockeslyLCrit/DiagonalMining.ahk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=114812"/>
		<updated>2010-05-24T14:27:11Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: Minor bug fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an [[40d:Utilities#AutoHotKey|AutoHotkey]] script for saving your fingers from much pain while attempting to [[40d:Exploratory_mining#Diagonal_every_5|mine diagonally]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Diagonal Mining&lt;br /&gt;
; Hit Ctrl-Shift-S at a location to start mining.&lt;br /&gt;
;&lt;br /&gt;
; Hit Ctrl-Shift-W once finished with a loop to add &lt;br /&gt;
; a passageway in the middle for better miner access.&lt;br /&gt;
;&lt;br /&gt;
; Ctrl-Shift-D will remove a diagonal line in case lag&lt;br /&gt;
; or other issues screws up your mining designations.&lt;br /&gt;
; If framerate is a major issue, replace all Sleep 30&lt;br /&gt;
; with a higher number.&lt;br /&gt;
;&lt;br /&gt;
; NOTE: Try to start in the top right area. This script&lt;br /&gt;
; will mine from NE to SW.&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
; Code by Lockesly L'Crit, heavily modified off of&lt;br /&gt;
; StrawberryBunny's Mineshaft script.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 ^+s::&lt;br /&gt;
x = 140&lt;br /&gt;
y = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Main Loop&lt;br /&gt;
&lt;br /&gt;
Loop %y%&lt;br /&gt;
{&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
		{&lt;br /&gt;
		Send 9&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
				Loop %x%&lt;br /&gt;
				{&lt;br /&gt;
				Send {Enter}&lt;br /&gt;
				Sleep 30&lt;br /&gt;
		&lt;br /&gt;
				Send {Enter}&lt;br /&gt;
				Sleep 30&lt;br /&gt;
		&lt;br /&gt;
				Send 9&lt;br /&gt;
				Sleep 30&lt;br /&gt;
				}&lt;br /&gt;
					{&lt;br /&gt;
					Send 1&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Adding passageways for miners in the middle&lt;br /&gt;
&lt;br /&gt;
 ^+w::&lt;br /&gt;
w = 75&lt;br /&gt;
z = 35&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
&lt;br /&gt;
		Loop %w%&lt;br /&gt;
		{&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
			Loop %z%&lt;br /&gt;
			{&lt;br /&gt;
			Send 8&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
x = 140&lt;br /&gt;
{&lt;br /&gt;
Send x&lt;br /&gt;
Sleep 30&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=114805</id>
		<title>User:LockeslyLCrit/DiagonalMining.ahk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=114805"/>
		<updated>2010-05-24T14:21:28Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an [[40d:Utilities#AutoHotKey|AutoHotkey]] script for saving your fingers from much pain while attempting to [[40d:Exploratory_mining#Diagonal_every_5|mine diagonally]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Diagonal Mining&lt;br /&gt;
; Hit Ctrl-Shift-S at a location to start mining.&lt;br /&gt;
;&lt;br /&gt;
; Hit Ctrl-Shift-W once finished with a loop to add &lt;br /&gt;
; a passageway in the middle for better miner access.&lt;br /&gt;
;&lt;br /&gt;
; Ctrl-Shift-D will remove a diagonal line in case lag&lt;br /&gt;
; or other issues screws up your mining designations.&lt;br /&gt;
; If framerate is a major issue, replace all Sleep 30&lt;br /&gt;
; with a higher number.&lt;br /&gt;
;&lt;br /&gt;
; NOTE: Try to start in the top right area. This script&lt;br /&gt;
; will mine from NE to SW.&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
; Code by Lockesly L'Crit, heavily modified off of&lt;br /&gt;
; StrawberryBunny's Mineshaft script.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 ^+s::&lt;br /&gt;
x = 140&lt;br /&gt;
y = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Main Loop&lt;br /&gt;
&lt;br /&gt;
Loop %y%&lt;br /&gt;
{&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
		{&lt;br /&gt;
		Send 9&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
				Loop %x%&lt;br /&gt;
				{&lt;br /&gt;
				Send {Enter}&lt;br /&gt;
				Sleep 30&lt;br /&gt;
		&lt;br /&gt;
				Send {Enter}&lt;br /&gt;
				Sleep 30&lt;br /&gt;
		&lt;br /&gt;
				Send 9&lt;br /&gt;
				Sleep 30&lt;br /&gt;
				}&lt;br /&gt;
					{&lt;br /&gt;
					Send 1&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Adding passageways for miners in the middle&lt;br /&gt;
&lt;br /&gt;
 ^+w::&lt;br /&gt;
w = 75&lt;br /&gt;
z = 30&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
&lt;br /&gt;
		Loop %w%&lt;br /&gt;
		{&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
			Loop %z%&lt;br /&gt;
			{&lt;br /&gt;
			Send 8&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
x = 140&lt;br /&gt;
{&lt;br /&gt;
Send x&lt;br /&gt;
Sleep 30&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=114777</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=114777"/>
		<updated>2010-05-24T13:58:31Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: /* Diagonal every 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Exploratory mining is the process of mining large areas in order to locate resources such as {{L|gems}}, {{L|metal}} {{L|ores}} and other types of {{L|stone|rock}}. It is also used, to a lesser extent, to find the locations of hidden underground features such as {{L|chasm}}s, {{L|underground river}}s, {{L|magma}} and {{L|adamantine}}.&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The {{L|cheating}} counterpart to exploratory mining is the infamous {{L|utilities#reveal.exe|reveal}} tool.&lt;br /&gt;
&lt;br /&gt;
== Resource Distribution ==&lt;br /&gt;
To know how you should dig, it helps to know what you are looking for. When a  second material appears in a {{L|layer}}, depending on the type of stone, ore or gem it appears in one of three shapes, large clusters, small clusters, or veins.&lt;br /&gt;
&lt;br /&gt;
(For a more complete discussion of this, see {{L|Vein|veins and clusters}})&lt;br /&gt;
&amp;lt;!--EDITORS - BE SURE TO UPDATE BOTH ARTICLES!&lt;br /&gt;
SOME REDUNDANT INFORMATION IS CRITICAL TO THIS ARTICLE (but not all)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Large cluster''': An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  (The stones that comprise large clusters ''tend'' not to have small clusters or useful veins - see specific {{L|stone}} type for details.)&lt;br /&gt;
* '''Vein''': A sinuous line of the material crosses the block.  Multiple veins can occur in the same block.&lt;br /&gt;
* '''Small cluster''': A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of the same or different materials may be in the same block, or be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
'''Ores''' can appear as any of the three, depending on the specific material.  '''Gems''' appear only as small clusters.&lt;br /&gt;
&lt;br /&gt;
=== Large clusters in a block ===&lt;br /&gt;
It's recommended to first dig out a wide grid of single shafts that hit the centers of the major (48x48) {{L|area block}}s - if your map is 6x6, that's 36 center-shafts (or as many area blocks as you care about to start with).  With a few exceptions*, if a block has a large cluster it will ''not'' have any other veins or small clusters within it - nothing.  So, depending on the stone found, blocks with large clusters can be skipped right away because they are mostly worthless.  (Note that layers above or below are not influenced by each other - this may influence whether you use shafts or tunnels for your exploration.)  Area blocks without a large cluster can be explored using one of the patterns mentioned below. This will save you a lot of additional work (and dug out generic stone).&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions include {{L|adamantine}} veins, which can occur in any layer or large cluster in their block; {{L|olivine}} clusters and {{L|chromite}} veins, which can contain {{L|demantoid}}s and {{L|native platinum}}; and {{L|magnetite}} with its possible {{L|platinum}} veins; &amp;lt;small&amp;gt;...and possibly others?&amp;lt;/small&amp;gt;)''&lt;br /&gt;
&lt;br /&gt;
===Identifying Layers===&lt;br /&gt;
Some players may wish to first identify the layers beneath the surface of their map.  If (as described immediately above) you dig exploratory shafts that hit the centers of the major (48x48) {{L|area block}}s, you will hit many {{L|cluster|large clusters}} that give you no helpful information - for instance, many stone found in clusters are found in &amp;quot;any layer&amp;quot;. The solution is to dig nearer the corners or edges, to avoid the 20x40 oval that is always close to the center of the block.  However, remember that the game does make the borders between {{L|area block}}s fuzzy - so the closer you get to that border, the less reliable your information.  &lt;br /&gt;
&lt;br /&gt;
Between this and the previous technique, a complete picture of your underground geology can be achieved, and with that information you can then concentrate where you need to.&lt;br /&gt;
&lt;br /&gt;
=== Finding a specific ore ===&lt;br /&gt;
Often a player will have need of a specific type of metal - and that requires that you either {{L|trade}} for it, or find a vein of an appropriate ore.  Now, it's quite possible that that necessary ore is simply not present on your map - it's rare that a map will contain ''every'' ore.  But ''if'' it's there, it's usually not too hard to find, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
In short, ore comes in veins, which tend to be a few tile wide and very long (maybe 20-40 tiles?) and snake randomly across a layer, so you don't need to expose every tile to find them, far from it.  The trick is to know where to start looking, and for that you need to identify the stone layers present on your map. First, use the two techniques described above - with the second, you're trying to see what {{L|layer}} stones are available to search, and with the first you're trying to see which of those layers can be skipped.  &lt;br /&gt;
&lt;br /&gt;
Then go to the wiki article for the specific {{L|metal}} you are seeking - maybe {{L|iron}}, maybe {{L|copper}} or {{L|zinc}}, whatever.  There you will see, in the side-bar, what {{L|ore}}(s) will produce that metal.  ({{L|Alloy}}s may take one additional step, to find all the necessary metals to make that alloy, but the process is the same.)  It's quite possible that more than one ore will produce the metal you want.  Then read up on the ore(s), and see what layers it's found in.  Compare that to the layers you have found on your map - where they are the same, that's where to look.  &lt;br /&gt;
&lt;br /&gt;
Veins tend to be quite long and sinuous and so don't require detailed exploration to find, as opposed to gems which almost demand 100% revealing techniques.  Diagonal tunnels, maybe 10 or 15 apart, are a good approach, or square (E-W or N-S) tunnels dug maybe 9-wide apart, but a wider shaft pattern (on a 6 or 9 wide grid?) might get lucky as well.  ''(These numbers are chosen so they can later be filled in for 100% reveal - but they are not carved in stone, as it were. See and compare examples below.)''&lt;br /&gt;
&lt;br /&gt;
:Example: You want to find iron. (Who doesn't?)&lt;br /&gt;
::[[Iron]] has 3 ores: {{L|hematite}}, {{L|limonite}}, and {{L|magnetite}}.  Looking at those articles, we find that magnetite is easy - it's a {{L|large cluster}} (about 20x40!), centered in an area block of {{L|sedimentary}} layer stone - check that article to see what kinds of stone layers are &amp;quot;sedimentary&amp;quot;.  If you have area blocks of sedimentary layers, center-punch a single shafts down through them and see.  Limonite is also found in sedimentary, but in veins - this will take some exploration through the entire layer, but because we are looking for veins we don't have to reveal everything, not even close.  Hematite is found in sedimentary as well, but also in {{L|Igneous extrusive}} layers - so that's another category of stone to check.  &lt;br /&gt;
&lt;br /&gt;
Not all layers contain ''every'' ore they might contain, but ''if'' they do, that's where you'll find it.  If you have none of the necessary layers, there is ''no chance'' you will find veins of that ore.  You don't find iron ore in {{L|metamorphic}} layers unless it's extending from a different, nearby type - it just isn't there, period.  If you want even ''a chance'' for a specific type of ore, make sure the proper ore-bearing layer stone is present on your {{L|embark}} map!&lt;br /&gt;
&lt;br /&gt;
(This general approach is also used to determine &amp;quot;where to mine next?&amp;quot;, even if you ''aren't'' looking for anything specific.  Knowing that {{L|granite}} or {{L|gabbro}} has a better chance to pay off better than {{L|diorite}}, and not to bother with the blocks with large clusters, gets your miners to the motherload that much faster.)&lt;br /&gt;
&lt;br /&gt;
If all this is a bit overwhelming, and/or you have layers that seem &amp;quot;completely useless&amp;quot; - well, you might be right (on both counts), but {{L|The Non-Dwarf's Guide to Rock}} can be helpful in getting your feet back under you.  It's useful to know what might be found where, and when nothing will ever be found somewhere.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Understanding them and deciding on their priority will help you find the most suitable pattern for your current needs.&lt;br /&gt;
&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two constant quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process, compared to the total area involved.  Exploratory mining is a work-intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor as a low priority. The labor factor is the fraction of tiles that must be designated to be dug out of an area to provide the result (which for exploratory mining is revealing tiles, not tiles mined).  It's a percentage, between 0 and 100% - the lower the number, the more &amp;quot;efficient&amp;quot; that model is for a large area.&lt;br /&gt;
&lt;br /&gt;
=== Target ===&lt;br /&gt;
&lt;br /&gt;
''Target'' refers to the {{L|vein|size and shape}} of what you are hoping to find, the target material present in the rock layer as it typically appears - individual tiles, small clusters, veins, large features, whatever. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it.  &amp;quot;Target&amp;quot; is determined by the specific type of materials you're after - for the classification of the specific target material you are hoping to find, see the {{L|gem}} and {{L|stone}} articles.  Single tiles are obviously the smallest target, followed by small clusters (at a maximum size of 3x3), veins (typically a sinuous line approximately 3 wide x 30-40 long) and large clusters (a rough oval about 20x40 centered in the {{L|area block}}). Underground features such as {{L|Vent#Magma_sources|magma vents}} or {{L|lake|underground pools}} have about the same target size as large clusters. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target&amp;quot; and &amp;quot;visibility&amp;quot; (below) are directly related. If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in {{L|kimberlite}} (diamonds) and {{L|bauxite}} (sapphires and rubies) respectively. So you only need to use one of the lower-visibility methods to find the veins of kimberlite in a {{L|gabbro}} layer or the large clusters of bauxite in {{L|sedimentary layer}}s respectively, and then dig those out using one of the patterns that reveals every tile.&lt;br /&gt;
&lt;br /&gt;
In short, if the sought-after material is a small target, you want high visibility; if large and hard to miss, lower visibility methods will work.  &lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the number of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immediately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it and similar material connected to it. Visibility is represented by the fraction of visible tiles in the excavated area. Perfect visibility is not always a priority - it tends to decrease in importance as the size of the target increases, because there are fewer tiles that need to be dug out for the target stone to be found.  &lt;br /&gt;
&lt;br /&gt;
With some patterns, it's possible to start with lower visibility, and then &amp;quot;fill in&amp;quot; for more complete visibility in the areas you wish to concentrate on.&lt;br /&gt;
&lt;br /&gt;
To better understand this, see {{L|vein|veins and clusters}}.&lt;br /&gt;
&lt;br /&gt;
=== Re-usability ===&lt;br /&gt;
&lt;br /&gt;
''Re-usability'' is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls or floors.  Exploratory mining typically leaves behind a monotonous, repetitive underground landscape of shafts or tunnels. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Re-usability is subjective, and it depends on the desired layout. Re-usability is a priority for a small {{L|embark}} site or a sprawling fortress.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a {{L|break}}. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is 2nd most efficient of those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate. Alternatively, you can use this [[User:LockeslyLCrit/DiagonalMining.ahk|script]] for [[40d:Utilities##AutoHotKey|AHK]] to mine four diagonal shafts of 140 squares long, saving you some annoyance.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({k|d}-{k|x}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  For a discussion on optimizing travel times through mineshafts, see {{L|Mineshaft Stitching|here}}.&lt;br /&gt;
&lt;br /&gt;
:'''See also:''' {{L|Mineshaft stitching}}&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how {{L|ramp}}s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 7.1% of the tiles are excavated (1/14).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  {{L|Ramp}}s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7x7 rooms, if you center each room on a crossroad. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins and possibly underground rivers, though you will still certainly find underground features such as pools and magma vents even with tunnels spaced 24 apart.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. veins would only rarely be hidden in the large 13&amp;amp;times;13 space left.  The large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12x12 or 18x18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15 grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above), and magma pipes, magma pools, and underground pools.  Underground rivers are only guaranteed with the 6-grid, but a wider grid could be used to start and easily get lucky.  &lt;br /&gt;
* ''Visibility'': ''extremely'' low.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for a large underground feature, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters and pools, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.  (See &amp;quot;searching for undergound water &amp;amp; magma, below)&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
=Searching for underground water &amp;amp; magma=&lt;br /&gt;
While a lot of fun, underground features can be both difficult to find and dangerous to the unprepared, being as they are full of hostile creatures. &lt;br /&gt;
&lt;br /&gt;
Magma is a rough circle usually about 20 tiles or more in diameter - a 12 grid is guaranteed to find one, a 15 is very unlikely to miss.  Magnetite (an iron ore) is found in sedimentary layers in large clusters that are even bigger and even easier to find.  Underground rivers are often only 5 tiles wide, damp stone included, and so the 6-grid may be necessary to find those.  &lt;br /&gt;
&lt;br /&gt;
If you noted where these features were located before embark, on the local map, that helps immensely.  Each of these areas is 48 tiles across, and any feature such as a pool, pipe or river is enclosed completely within that area.  Digging a single shaft for large features in the exact center pays off most of the time.&lt;br /&gt;
&lt;br /&gt;
====Digging====&lt;br /&gt;
Underground features are a lot larger than {{L|vein}}s and {{L|cluster|small clusters}}, so the 15x15 block method is more than sufficient to find them. If you dig tunnels rather than shafts, you only need to dig every 3rd {{L|z-level}} out as even the shortest feature, a {{L|cave river}}, can be discovered on any one of the 3 levels it influences with &amp;quot;warm&amp;quot; or &amp;quot;damp&amp;quot; stone, as shown in the side profiles below.&lt;br /&gt;
&lt;br /&gt;
    Over the top    Reveals      Hits damp     Hits damp     Underneath    &lt;br /&gt;
     (misses)       (hits)        (hits)        (hits)        (misses) &lt;br /&gt;
  &lt;br /&gt;
     _______o##     ########     #########     #########     #########      # Unmined stone&lt;br /&gt;
     ###  #####     ___o  ##     ####  ###     ####  ###     ####  ###      ~ Water&lt;br /&gt;
     ##&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;####     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##      _ Floor of the tunnel&lt;br /&gt;
     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;#####     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###     ___o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###      o Miner&lt;br /&gt;
     ##########     ########     #########     #########     _______o#&lt;br /&gt;
&lt;br /&gt;
Once you encounter warm or damp stone you want to back off a couple of squares and dig an up {{L|staircase}}. On this new z-level dig another tunnel to where you just found damp/warm stone. Depending on how tall the feature was and whereabouts you hit it, you may need to repeat this approach. Eventually your miner will reach a z-level where he can safely dig all the way through to the &amp;quot;surface&amp;quot; of the feature. '''Be careful! Your miners will happily dig ''up'' into a magma pit or lake, and burn or drown themselves, with no warning!'''&lt;br /&gt;
&lt;br /&gt;
====Obsidian caps====&lt;br /&gt;
[[Image:obsidian_cap.png|thumb|right|100px|An obsidian cap]]&lt;br /&gt;
Sometimes a magma pipe will not reach the surface, stopping one or more [[z-level]]s below what is immediately visible. In these cases it will have an &amp;quot;'''obsidian cap'''&amp;quot; over it, which is easier to find: just search for any hills or mountainsides that have a circular chunk missing and/or a grey circle of stone (example on the right).  Another clue will be a (semi-)circular rise in elevation (which may nor may not be of {{L|obsidian}}) with no {{L|ramp|slopes/ramps}}.&lt;br /&gt;
&lt;br /&gt;
Digging a single shaft of {{L|stairs|up/down stairs}} down near the middle of an obsidian cap will soon (and safely) reveal the {{L|magma vent}}.  You can safely designate this shaft as deeply as you want - when your miners hit the vent the game will pause, you will get an {{L|announcement}}, the next shaft-designation will be canceled and they will stop that particular task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:''' &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=114776</id>
		<title>User:LockeslyLCrit/DiagonalMining.ahk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LockeslyLCrit/DiagonalMining.ahk&amp;diff=114776"/>
		<updated>2010-05-24T13:54:32Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: Created page with 'This is an AutoHotkey script for saving your fingers from much pain while attempting to mine diagonally. …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an [[40d:Utilities#AutoHotKey|AutoHotkey]] script for saving your fingers from much pain while attempting to [[40d:Exploratory_mining#Diagonal_every_5|mine diagonally]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Diagonal Mining&lt;br /&gt;
; Hit Ctrl-Shift-S at a location to start mining.&lt;br /&gt;
;&lt;br /&gt;
; Hit Ctrl-Shift-W once finished with a loop to add &lt;br /&gt;
; a passageway in the middle for better miner access.&lt;br /&gt;
;&lt;br /&gt;
; Ctrl-Shift-D will remove a diagonal line in case lag&lt;br /&gt;
; or other issues screws up your mining designations.&lt;br /&gt;
; If framerate is a major issue, replace all Sleep 30&lt;br /&gt;
; with a higher number.&lt;br /&gt;
;&lt;br /&gt;
; NOTE: Try to start in the top right area. This script&lt;br /&gt;
; will mine from NE to SW.&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
; Code by Lockesly L'Crit, heavily modified off of&lt;br /&gt;
; StrawberryBunny's Mineshaft script.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 ^+s::&lt;br /&gt;
x = 140&lt;br /&gt;
y = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Main Loop&lt;br /&gt;
&lt;br /&gt;
Loop %y%&lt;br /&gt;
{&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
		{&lt;br /&gt;
		Send 9&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Up}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
				Loop %x%&lt;br /&gt;
				{&lt;br /&gt;
				Send {Enter}&lt;br /&gt;
				Sleep 30&lt;br /&gt;
		&lt;br /&gt;
				Send {Enter}&lt;br /&gt;
				Sleep 30&lt;br /&gt;
		&lt;br /&gt;
				Send 9&lt;br /&gt;
				Sleep 30&lt;br /&gt;
				}&lt;br /&gt;
					{&lt;br /&gt;
					Send 1&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Up}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					Sleep 30&lt;br /&gt;
					}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Down}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;Adding passageways for miners in the middle&lt;br /&gt;
&lt;br /&gt;
 ^+w::&lt;br /&gt;
w = 75&lt;br /&gt;
z = 30&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
	Send 8&lt;br /&gt;
	Sleep 30&lt;br /&gt;
&lt;br /&gt;
		Loop %w%&lt;br /&gt;
		{&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
			Loop %z%&lt;br /&gt;
			{&lt;br /&gt;
			Send 8&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
			{&lt;br /&gt;
			Send {Enter}&lt;br /&gt;
			Sleep 30&lt;br /&gt;
			}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
x = 140&lt;br /&gt;
{&lt;br /&gt;
Send x&lt;br /&gt;
Sleep 30&lt;br /&gt;
	Loop %x%&lt;br /&gt;
	{&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep 30&lt;br /&gt;
		&lt;br /&gt;
		Send 1&lt;br /&gt;
		Sleep 30&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=114561</id>
		<title>v0.31:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=114561"/>
		<updated>2010-05-23T11:00:49Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}})&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE {{L|Pick}}&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Loose the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
&lt;br /&gt;
===28 Days Later===&lt;br /&gt;
&lt;br /&gt;
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. &lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
**Elf skin clothing anyone?  &lt;br /&gt;
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}})&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Santa Urist===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming.&lt;br /&gt;
Bonus&lt;br /&gt;
* Embark in a desert, so only hunting and (aquifier) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld acessable cave&lt;br /&gt;
&lt;br /&gt;
Post-embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.&lt;br /&gt;
You cant use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus* no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS* No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents fort. Each fort is self sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarfs===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more&lt;br /&gt;
deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== Dwarfen Prison ===&lt;br /&gt;
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarfenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarfs may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail (lorica segemata [http://en.wikipedia.org/wiki/Lorica_segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=111547</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=111547"/>
		<updated>2010-05-20T04:12:01Z</updated>

		<summary type="html">&lt;p&gt;LockeslyLCrit: /* Trading and Depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, &amp;lt;strike&amp;gt;as they always have had to be.&amp;lt;/strike&amp;gt;  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
::Using two different units of measure (a count of each, and some unspecified unit of measure) counts as a bug. [[User:AngleWyrm|- AngleWyrm]] 03:37, 1 May 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
:::It is actually good for one thing... slowing down and stopping fleeing enemies, especially since crossbows no longer seem to do the trick (since dwarves can't seem to fire them any more). --[[User:Tatterdemalian|Tatterdemalian]] 22:24, 16 May 2010 (UTC)&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
:Probably the same &amp;quot;not a bug&amp;quot; as having other creatures listed twice... there are separate entries for male and female fish, especially since hermaphroditic &amp;quot;fish&amp;quot; (oysters) are listed only once. The real question is &amp;quot;why would anyone bother?&amp;quot; but the answer to that is &amp;quot;because this is Dwarf Fortress.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Additionally, if you have a your skills and items templated and try to use one with fish, it will say &amp;quot;no X available&amp;quot; even though when you add try and add a new item it'll be there (tested only for turtles, but I'm guessing it's all of them) [[Special:Contributions/71.134.230.146|71.134.230.146]] 05:40, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[User:Guest|Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
::Which has always bugged me about DF... if this is a pre-pre-pre alpha game as advertised, why is it so picky about when and where you're allowed to quit, save, and so on? You'd think it would be designed to make testing game mechanics easier, instead of harder... --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
:This seems like a feature...&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Known bug] that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
*Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
**Fixed in 31.03.&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
::The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze. --[[User:Greycat|Greycat]] 00:24, 26 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making task is missing from the workshop. Issuing work order through the manager does work.&lt;br /&gt;
**Also with cutting clear and crystal glass.&lt;br /&gt;
::The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
*Miners will sometimes dig into underground seas (magma) with no &amp;quot;Damp Stone&amp;quot; (&amp;quot;Warm Stone&amp;quot;) notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantine plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
*When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--[[Special:Contributions/216.93.146.229|216.93.146.229]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, skulls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
***Here too, and had one gem setter go mad when I couldn't fulfill his demand for &amp;quot;cut gems,&amp;quot; despite having hundreds of different cut gems in a stockpile right outside the shop. Apparently moody dwarves can sometimes be much more finicky about exactly what item they will accept; I've had one demand requesting &amp;quot;body parts&amp;quot; be satisfied with a mule hoof and a wolf skull from my refuse heap, while another wouldn't be satisfied with anything but turtle shells. Quantities are also impossible to determine, all different demands &amp;quot;blink&amp;quot; at the same frequency, no matter how many are desired. Filled demands that have already been gathered remain listed as well, but you can at least use the {{key|t}} command to view the contents of the shop the moody dwarf has occupied and see what he's already gathered. &lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
**Not necessarily.  Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --[[User:Aescula|Aescula]] 09:01, 24 April 2010 (UTC)&lt;br /&gt;
**Seconded.--[[User:Nimblewright|Nimblewright]] 09:43, 2 May 2010 (UTC)&lt;br /&gt;
*Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
***Actually, dead creatures/humans and butchered animals DO rot.--[[User:Egregius|Egregius]] 05:11, 28 April 2010 (UTC)&lt;br /&gt;
*Dead vermin (both inside and outside) never disappear.&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
* There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
*has been (gratefully) fixed as of .31.02 [http://www.bay12forums.com/smf/index.php?topic=53505.0]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
*Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --[[User:Fransbal|Fransbal]] 13:46, 16 April 2010 (UTC)&lt;br /&gt;
**I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.&lt;br /&gt;
**Supposedly this is caused when a uniform is applied to a soldier more than once. Often they will double up on all sorts of equipment. I had a dwarf with 3 axes, 2 shields, 2 mail shirts (with a breastplate), and so on. It doesn't seem to be an 'upgrade' issue because they will occasionally double-up on equipment with exactly the same material/quality. -- Hams&lt;br /&gt;
*I had a huge forge works hammering out iron bars, which in turn became weapons and armor, and tried to equip my military with them.  They didn't show up in the equip list.  All I saw was a few scant pieces of armor like leather, wooden armor, leather gloves, copper swords etc.  I have all these lovely high-grade weapons and armor but I can't equip dwarves with them.  I had equipped my previous military with said copper swords and leather before I found iron, maybe that had something to do with it. -- Xvareon&lt;br /&gt;
*Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise. this happened to me for a few years before I realised! ~Maxxeh&lt;br /&gt;
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== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
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== Items ==&lt;br /&gt;
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*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. &amp;lt;s&amp;gt;(Resolved as of 0.31.02)&amp;lt;/s&amp;gt; Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status &amp;gt; Kitchen list. Tested in multiple worlds and on multiple computers.&lt;br /&gt;
:They appear in the Kitchen list for me, in the fortress whose world was generated in 31.03.  I'm missing all sorts of things from the Kitchen list, though, in the fortress whose world was generated in 31.01 -- all meat and other animal parts, all seeds, etc. -[[User:Greycat|Greycat]] 11:37, 1 May 2010 (UTC)&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden. Buidling on the area they occupy is impossible, dwarves won't move the item.&lt;br /&gt;
**Workaround:  Make water wash the item into a river, or somewhere it'll be destroyed.&lt;br /&gt;
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==Nobles==&lt;br /&gt;
'''When a new mayor is appointed, all your nobles spots will come back.  To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).'''&lt;br /&gt;
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*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
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::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
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::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
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::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
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::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
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::Fourthed.  Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up.  Not knowing how much anything is worth is a painful way to play.  But its fun!  EDIT:  Recieved a mayor after 4 years (1 year after my population reached &amp;gt;50) and the noble positions opened up again.&lt;br /&gt;
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*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
:Seconded, my old mayor is still considered a mayor, even though I have a new one.&lt;br /&gt;
:Thirded, I've had multiple mayors and all of them keep their old title.  I wonder if this is related to the sometimes excessive delay for a new mayor reported above.&lt;br /&gt;
:Fourthed, My militia commander was once elected mayor, but remained to have the 'mayor' title when a new one was elected.&lt;br /&gt;
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== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
*Not sure how many got this, but all military dwarves show as masons.&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
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== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Esc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
:On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.&lt;br /&gt;
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==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
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:Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.&lt;br /&gt;
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==Trading and Depot==&lt;br /&gt;
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&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;br /&gt;
::::::This is correct. A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, however, you may or may not have to make a new world for the fix to take effect. [[User:LockeslyLCrit|LockeslyLCrit]] 04:12, 20 May 2010 (UTC)&lt;br /&gt;
:A workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
:Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:01, 6 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LockeslyLCrit</name></author>
	</entry>
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