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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MagMa</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-05T18:04:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=295464</id>
		<title>Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=295464"/>
		<updated>2023-10-07T19:36:00Z</updated>

		<summary type="html">&lt;p&gt;MagMa: /* Creating thread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:thread_sprite_preview.png|right]][[Plant fiber]]s, [[wool]], and [[web]]s can be turned into weavable '''thread'''. Such thread can then be [[weaver|woven]] into '''[[cloth]]''', which can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[textile industry]].)'' An entire spool of thread contains 15,000 inches/units of use.&lt;br /&gt;
&lt;br /&gt;
==Creating thread==&lt;br /&gt;
[[File:Dyed thread.png|thumb|right|44x40px|[[Rope reed]] fiber threads 🧵]]&lt;br /&gt;
There exists four types of common thread, each with their own method of creation:&lt;br /&gt;
* A [[dwarf]] with the [[plant processing]] [[labor]] enabled can process certain plants (any that have THREAD_PLANT_TEMPLATE in their raws, such as [[pig tail]]) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order. This trains the [[Thresher]] skill, with higher skill levels increasing the speed at which a dwarf will process plants.&lt;br /&gt;
* [[Wool]] is collected from [[sheep]], [[alpaca]]s and [[llama]]s by the &amp;quot;Shear creature&amp;quot; job; the resulting &amp;quot;stacks&amp;quot; of wool must then be processed to yarn with the &amp;quot;Spin Thread&amp;quot; job. These jobs also take place at the [[farmer's workshop]] and require the [[shearer]] and [[spinner]] labors.  &lt;br /&gt;
* With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider [[silk]] [[web]]s that are on the ground, turning them into thread, by default. This can be disabled in the {{k|o}}rders menu.&lt;br /&gt;
* [[Hair]] that is produced from a [[butcher]]ed [[animal]] can be spun into '''hair thread''' at a farmer's workshop using the &amp;quot;Spin Thread&amp;quot; order in a similar manner to wool. Unlike the other types mentioned above, animal hair thread cannot be used for the production of cloth or related items. This type of thread is not part of any [[stockpile]], and by default, will stay in the farmer's workshop where it was made unless it is manually moved elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Beyond the aforementioned textile industry, any thread can be used in a [[hospital]] to [[Suturer|suture]] any wounds shut, or at a [[craftsdwarf's workshop]] to bind quires into [[codex|codices]]. These are the only uses of thread made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]]. &lt;br /&gt;
&lt;br /&gt;
Suturing a wound will use 1% of a spool of thread, leaving the rest in the hospital, e.g., &amp;quot;cave spider silk thread (99%)&amp;quot;. Correspondingly, the suture can be viewed in a dwarf's inventory, e.g., &amp;quot;cave spider silk thread (1%), Sewn into Left lower arm&amp;quot;. Note that if ''hair thread'' (from a non-shearable creature, e.g., &amp;quot;water buffalo hair thread&amp;quot;) is used for suturing, then the remaining spool of thread is just left on that tile. As mentioned, this type of thread cannot be stockpiled. &lt;br /&gt;
&lt;br /&gt;
All types of thread, weavable or not, can be [[dyer|dyed]].&lt;br /&gt;
&lt;br /&gt;
==Adamantine thread==&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
[[Adamantine]] strands are treated as a special type of thread; they can be dyed, used to suture wounds and woven into cloth. However, most adamantine strands should quickly be turned into wafers, to avoid such usage — using adamantine for a [[suturer]]'s job is widely seen as a frivolous waste of a rare and precious resource.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Thread]]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=295463</id>
		<title>Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=295463"/>
		<updated>2023-10-07T19:35:28Z</updated>

		<summary type="html">&lt;p&gt;MagMa: /* Creating thread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:thread_sprite_preview.png|right]][[Plant fiber]]s, [[wool]], and [[web]]s can be turned into weavable '''thread'''. Such thread can then be [[weaver|woven]] into '''[[cloth]]''', which can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[textile industry]].)'' An entire spool of thread contains 15,000 inches/units of use.&lt;br /&gt;
&lt;br /&gt;
==Creating thread==&lt;br /&gt;
[[File:Dyed thread.png|thumb|right|44x40px|[[Rope reed]] fiber threads 🧵]]&lt;br /&gt;
There exists four types of common thread, each with their own method of creation:&lt;br /&gt;
 * A [[dwarf]] with the [[plant processing]] [[labor]] enabled can process certain plants (any that have THREAD_PLANT_TEMPLATE in their raws, such as [[pig tail]]) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order. This trains the [[Thresher]] skill, with higher skill levels increasing the speed at which a dwarf will process plants.&lt;br /&gt;
 * [[Wool]] is collected from [[sheep]], [[alpaca]]s and [[llama]]s by the &amp;quot;Shear creature&amp;quot; job; the resulting &amp;quot;stacks&amp;quot; of wool must then be processed to yarn with the &amp;quot;Spin Thread&amp;quot; job. These jobs also take place at the [[farmer's workshop]] and require the [[shearer]] and [[spinner]] labors.  &lt;br /&gt;
 * With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider [[silk]] [[web]]s that are on the ground, turning them into thread, by default. This can be disabled in the {{k|o}}rders menu.&lt;br /&gt;
 * [[Hair]] that is produced from a [[butcher]]ed [[animal]] can be spun into '''hair thread''' at a farmer's workshop using the &amp;quot;Spin Thread&amp;quot; order in a similar manner to wool. Unlike the other types mentioned above, animal hair thread cannot be used for the production of cloth or related items. This type of thread is not part of any [[stockpile]], and by default, will stay in the farmer's workshop where it was made unless it is manually moved elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Beyond the aforementioned textile industry, any thread can be used in a [[hospital]] to [[Suturer|suture]] any wounds shut, or at a [[craftsdwarf's workshop]] to bind quires into [[codex|codices]]. These are the only uses of thread made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]]. &lt;br /&gt;
&lt;br /&gt;
Suturing a wound will use 1% of a spool of thread, leaving the rest in the hospital, e.g., &amp;quot;cave spider silk thread (99%)&amp;quot;. Correspondingly, the suture can be viewed in a dwarf's inventory, e.g., &amp;quot;cave spider silk thread (1%), Sewn into Left lower arm&amp;quot;. Note that if ''hair thread'' (from a non-shearable creature, e.g., &amp;quot;water buffalo hair thread&amp;quot;) is used for suturing, then the remaining spool of thread is just left on that tile. As mentioned, this type of thread cannot be stockpiled. &lt;br /&gt;
&lt;br /&gt;
All types of thread, weavable or not, can be [[dyer|dyed]].&lt;br /&gt;
&lt;br /&gt;
==Adamantine thread==&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
[[Adamantine]] strands are treated as a special type of thread; they can be dyed, used to suture wounds and woven into cloth. However, most adamantine strands should quickly be turned into wafers, to avoid such usage — using adamantine for a [[suturer]]'s job is widely seen as a frivolous waste of a rare and precious resource.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Thread]]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=295462</id>
		<title>Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=295462"/>
		<updated>2023-10-07T19:25:04Z</updated>

		<summary type="html">&lt;p&gt;MagMa: /* Creating thread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:thread_sprite_preview.png|right]][[Plant fiber]]s, [[wool]], and [[web]]s can be turned into weavable '''thread'''. Such thread can then be [[weaver|woven]] into '''[[cloth]]''', which can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[textile industry]].)'' An entire spool of thread contains 15,000 inches/units of use.&lt;br /&gt;
&lt;br /&gt;
==Creating thread==&lt;br /&gt;
[[File:Dyed thread.png|thumb|right|44x40px|[[Rope reed]] fiber threads 🧵]]&lt;br /&gt;
There exists four types of common thread, each with their own method of creation:&lt;br /&gt;
  * A [[dwarf]] with the [[plant processing]] [[labor]] enabled can process certain plants (any that have THREAD_PLANT_TEMPLATE in their raws, such as [[pig tail]]) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order. This trains the [[Thresher]] skill, with higher skill levels increasing the speed at which a dwarf will process plants.&lt;br /&gt;
  * [[Wool]] is collected from [[sheep]], [[alpaca]]s and [[llama]]s by the &amp;quot;Shear creature&amp;quot; job; the resulting &amp;quot;stacks&amp;quot; of wool must then be processed to yarn with the &amp;quot;Spin Thread&amp;quot; job. These jobs also take place at the [[farmer's workshop]] and require the [[shearer]] and [[spinner]] labors.  &lt;br /&gt;
  * With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider [[silk]] [[web]]s that are on the ground, turning them into thread, by default. This can be disabled in the {{k|o}}rders menu.&lt;br /&gt;
  * [[Hair]] that is produced from a [[butcher]]ed [[animal]] can be spun into '''hair thread''' at a farmer's workshop using the &amp;quot;Spin Thread&amp;quot; order in a similar manner to wool. Unlike the other types mentioned above, animal hair thread cannot be used for the production of cloth or related items. This type of thread is not part of any [[stockpile]], and by default, will stay in the farmer's workshop where it was made unless it is manually moved elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Beyond the aforementioned textile industry, any thread can be used in a [[hospital]] to [[Suturer|suture]] any wounds shut, or at a [[craftsdwarf's workshop]] to bind quires into [[codex|codices]]. These are the only uses of thread made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]]. &lt;br /&gt;
&lt;br /&gt;
Suturing a wound will use 1% of a spool of thread, leaving the rest in the hospital, e.g., &amp;quot;cave spider silk thread (99%)&amp;quot;. Correspondingly, the suture can be viewed in a dwarf's inventory, e.g., &amp;quot;cave spider silk thread (1%), Sewn into Left lower arm&amp;quot;. Note that if ''hair thread'' (from a non-shearable creature, e.g., &amp;quot;water buffalo hair thread&amp;quot;) is used for suturing, then the remaining spool of thread is just left on that tile. As mentioned, this type of thread cannot be stockpiled. &lt;br /&gt;
&lt;br /&gt;
All types of thread, weavable or not, can be [[dyer|dyed]].&lt;br /&gt;
&lt;br /&gt;
==Adamantine thread==&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
[[Adamantine]] strands are treated as a special type of thread; they can be dyed, used to suture wounds and woven into cloth. However, most adamantine strands should quickly be turned into wafers, to avoid such usage — using adamantine for a [[suturer]]'s job is widely seen as a frivolous waste of a rare and precious resource.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Thread]]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slurry&amp;diff=295460</id>
		<title>Slurry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slurry&amp;diff=295460"/>
		<updated>2023-10-07T19:09:41Z</updated>

		<summary type="html">&lt;p&gt;MagMa: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Slurry''' is a material used in [[paper industry|paper making]]. Slurry is created at a [[mill]] or [[quern]] from cloth [[plant fiber|plants]] and pressed into [[paper]] at a [[screw press]]. This also creates [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
The labor associated with making slurries is [[papermaking]], under crafts - ''not'' milling, as one might expect from the building.&lt;br /&gt;
&lt;br /&gt;
Slurry is considered to be a [[glob]] in the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, despite not being food, slurries are stored in the food stockpile as a paste.&lt;br /&gt;
&lt;br /&gt;
Here is a workflow for making plant slurry:&lt;br /&gt;
&lt;br /&gt;
* Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
&lt;br /&gt;
* Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
&lt;br /&gt;
* Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
&lt;br /&gt;
* Add plant stockpile near your quern&lt;br /&gt;
&lt;br /&gt;
* Have your dwarves gather plants&lt;br /&gt;
&lt;br /&gt;
* Set a work order for your quern to produce 'slurry' if fewer than 10 'globs' exist. Specify &amp;quot;Adj&amp;quot; to be 'paper-slurry items.  (input: plants) (Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
[[File:slurry.jpg|thumb|200px|center|Dripping slurry.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Slurry stored on the floor in food stockpile (not in a barrel/pot) will trigger a Clean job, resulting in the glob being destroyed.{{bug|9884}}  As a work-around, one can use the custom stockpile feature to disable paste from being stored in food stockpiles, and the slurry will remain safely in the quern/millstone until need at a screw press.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Slurry]]&lt;br /&gt;
[[Fr:Pâte à papier (slurry)]]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Screw_press&amp;diff=295458</id>
		<title>Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Screw_press&amp;diff=295458"/>
		<updated>2023-10-07T18:50:46Z</updated>

		<summary type="html">&lt;p&gt;MagMa: Fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{V50 workshop|name=Screw press|key=R|job=[[Presser]], [[Papermaker]]&lt;br /&gt;
|icon=[[File:screw_press_icon.png]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Cotton|Cottonseed paste]]&lt;br /&gt;
* [[Flax|Linseed paste]]&lt;br /&gt;
* [[Hemp|Hempseed paste]]&lt;br /&gt;
* [[Kenaf|Kenafseed paste]]&lt;br /&gt;
* [[Olive]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* [[jug|Empty jugs]]&lt;br /&gt;
* [[Slurry]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Oil]]&lt;br /&gt;
* [[Press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
* [[Sheet]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances and to press [[slurry]] into [[sheets]] of [[paper]]. &lt;br /&gt;
&lt;br /&gt;
Food-related jobs at the screw press consist of pressing [[seed]] pastes or fruit ([[olive]]s) to yield [[oil]] (which can then be made into [[soap]] or cooked), [[press cake|pressing cake]] (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into [[mead]]) and [[Wax|wax cake]] (which can be made into wax crafts). These jobs require the [[pressing]] skill.&lt;br /&gt;
&lt;br /&gt;
Pressing seed paste or fruit into oil and honeycombs into honey require an empty [[jug]] to hold the resulting liquid.&lt;br /&gt;
&lt;br /&gt;
Slurry may be pressed into sheets of paper at the screw press by a dwarf with the [[papermaking]] skill. Sheets of paper have quality levels, while other products at the screw press do not.&lt;br /&gt;
&lt;br /&gt;
Constructing a screw press requires two [[mechanisms]] and is done through the Build menu (b), by selecting Workshops (o) and then Screw Press (R).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface should get the work started. &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Screw_press&amp;diff=295457</id>
		<title>Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Screw_press&amp;diff=295457"/>
		<updated>2023-10-07T18:47:09Z</updated>

		<summary type="html">&lt;p&gt;MagMa: Copyedits and adding construction details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{V50 workshop|name=Screw press|key=R|job=[[Presser]], [[Papermaker]]&lt;br /&gt;
|icon=[[File:screw_press_icon.png]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Cotton|Cottonseed paste]]&lt;br /&gt;
* [[Flax|Linseed paste]]&lt;br /&gt;
* [[Hemp|Hempseed paste]]&lt;br /&gt;
* [[Kenaf|Kenafseed paste]]&lt;br /&gt;
* [[Olive]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* [[jug|Empty jugs]]&lt;br /&gt;
* [[Slurry]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Oil]]&lt;br /&gt;
* [[Press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
* [[Sheet]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances and to press [[slurry]] into [[sheets]] of [[paper]]. &lt;br /&gt;
&lt;br /&gt;
Food-related jobs at the screw press consist of pressing [[seed]] pastes or fruit ([[olive]]s) to yield [[oil]] (which can then be made into [[soap]] or cooked), [[pressing cake|press cake]] (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into [[mead]]) and [[wax cake]] (which can be made into wax crafts). These jobs require the [[pressing]] skill.&lt;br /&gt;
&lt;br /&gt;
Pressing seed paste or fruit into oil and honeycombs into honey require an empty [[jug]] to hold the resulting liquid.&lt;br /&gt;
&lt;br /&gt;
Slurry may be pressed into sheets of paper at the screw press by a dwarf with the [[paper making]] skill. Sheets of paper have quality levels, while other products at the screw press do not.&lt;br /&gt;
&lt;br /&gt;
Constructing a screw press requires two [[mechanisms]] and is done through the Build menu (b), by selecting Workshops (o) and then Screw Press (R).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface should get the work started. &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military&amp;diff=295383</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military&amp;diff=295383"/>
		<updated>2023-10-01T18:32:54Z</updated>

		<summary type="html">&lt;p&gt;MagMa: /* Creating a Military */  remove paragraph linking to page about DF2014 military screen (that doesn't exist in DF50)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|350px|right|A dwarf squad ready to deliver permanent deaths.]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|q}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Orders}}&lt;br /&gt;
[[File:DFwikiOrders.png|thumb|right|Orders in the squad menu]]&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
* If a Marksdwarf claims a stack of bolts in a chest, no other Marksdwarves will take from that chest.&lt;br /&gt;
* Marksdwarves won't pray, which will cause them to get increasingly angry until they go insane.&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_crocodile/raw&amp;diff=279120</id>
		<title>Cave crocodile/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_crocodile/raw&amp;diff=279120"/>
		<updated>2022-12-22T22:25:35Z</updated>

		<summary type="html">&lt;p&gt;MagMa: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:CROCODILE_CAVE]&lt;br /&gt;
	[DESCRIPTION:A huge, predatory reptile with pale, colorless scales and red eyes.  It lives in caves and ambushes its prey.]&lt;br /&gt;
	[NAME:cave crocodile:cave crocodiles:cave crocodile]&lt;br /&gt;
	[CASTE_NAME:cave crocodile:cave crocodiles:cave crocodile]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:cave crocodile hatchling:cave crocodile hatchlings]&lt;br /&gt;
	[CREATURE_TILE:'C'][COLOR:7:0:0]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[BODY:QUADRUPED_NECK:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:PARCHMENT]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]&lt;br /&gt;
		[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]&lt;br /&gt;
		[EBO_SHAPE:GIZZARD_STONE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:70]&lt;br /&gt;
	[BODY_SIZE:1:0:300000]&lt;br /&gt;
	[BODY_SIZE:2:0:600000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:60:100]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[LOW_LIGHT_VISION:10000]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:3512:2634:1756:878:4900:6900] 10 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2206:1692:1178:585:3400:4900] 15 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[CANNOT_JUMP]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[LAYS_EGGS]&lt;br /&gt;
			[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]&lt;br /&gt;
			[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]&lt;br /&gt;
			[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]&lt;br /&gt;
			[EGG_SIZE:80]&lt;br /&gt;
			[CLUTCH_SIZE:20:60]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:RED:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fisherdwarf&amp;diff=279118</id>
		<title>Fisherdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fisherdwarf&amp;diff=279118"/>
		<updated>2022-12-22T22:24:02Z</updated>

		<summary type="html">&lt;p&gt;MagMa: update how to get to standing orders in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| skill      = Fisherdwarf&lt;br /&gt;
| profession = [[Fishery worker]]&lt;br /&gt;
| job name   = [[Fishing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fishing&lt;br /&gt;
| workshop =&lt;br /&gt;
* [[Fishery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Patience&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fisherdwarf''' is the skill associated with the fishing [[labor]]. Fisherdwarves catch [[vermin]] [[Fish|fish]] from available [[water]] sources: [[murky pool]]s, [[brook]]s, [[river]]s, [[lake]]s and the [[ocean]]. &lt;br /&gt;
&lt;br /&gt;
Fisherdwarf [[skill|skill level]] is related to the speed at which the labor is completed. Dwarves can fish through floor [[grate]]s and floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves will fish from any water by default. Change this using the [[standing orders]] screen under the Labor menu ({{k|y}}) to toggle between 'prefer [[Fishing_industry#Fishing_Zone|fishing zones]]' (the default) and '[[zone]]-only fishing', which will prevent dwarves from fishing outside of designated areas - this can be useful, for instance, if you have a crocodile-infested river, or a Terrifying ocean, and don't want your fishers wandering into danger. Fisherdwarves often get negative [[thoughts]] from being caught in the rain outside, or being exposed to dead bodies lying underwater, so designating indoors-only fishing areas will prevent this.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves can produce food, [[shell|craft material]] and [[extract]]able fish for a fortress as part of the [[fishing industry]].&lt;br /&gt;
&lt;br /&gt;
Note that while it is possible to fish from any body of water, what you get will depend on '''where''' the water is - any body of water which is not part of a river, lake, ocean, or cavern layer will always yield ''pond'' fish (i.e. [[turtle]]s). If you want to catch river fish, you must fish from the river's original tiles (or perform some [[DFHack]] trickery to mark your new tiles as being part of the river).{{cite forum|147408/5942325}}&lt;br /&gt;
&lt;br /&gt;
On an ocean embark, if your fisherdwarves are fishing in the caverns, and from a water area that is connected to the side of the map the ocean is on, your dwarves will catch ocean fish, including shell-bearing nautilus. This is because fish are &amp;quot;vermin&amp;quot; meaning they aren't bound by continual existence. As such, a fish that could be on any square can be fished from any other square. An indoor pond on an embark with a river should provide some river fish. It appears that fish-vermin cannot be caught, unless the tile you are fishing from is connected to a &amp;quot;water source&amp;quot; tile on the edge of the map.&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_fishing.jpg|thumb|340px|center|It's reel easy for dwarves to get hooked on fishing.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Sexy-dwarves-united''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}&lt;br /&gt;
*Stocks of fish in ponds are not renewable. {{bug|2780}}&lt;br /&gt;
&lt;br /&gt;
== How dwarves fish ==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Fishing requires no equipment, as Fisherdwarves have developed a highly superior fishing method. When tasked, the dwarf will go out to a body of water they have picked and wade in, knee deep. The dwarf then simply lowers his prestigious beard into the water and waits. Inevitably, a fish will arrive, attracted by the remains of the dwarf's last meal still lodged in his beard. When the fish makes the fatal error of attempting to acquire this morsel, it is hopelessly entangled. (In some kobold societies, they fish exclusively with nets made from dwarf beard hair.) The only flaw in this method is that devilish [[carp]] have learned to drag dwarves into rivers by their beard. In some instances, when the carp rips out a significant portion of the Fisherdwarf's beard, he will simply allow himself to drown. Most dwarves see this as more honorable than returning home in horrible beardless shame.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Screw_pump&amp;diff=279097</id>
		<title>Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Screw_pump&amp;diff=279097"/>
		<updated>2022-12-22T20:50:05Z</updated>

		<summary type="html">&lt;p&gt;MagMa: /* Construction */ update for v50 interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Trap component#Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - 1) the liquid source, two for the pump, and the output (details below, under Construction). &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the [[cistern]] has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the [[cistern]] has never contained stagnant water.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[Trap component#Enormous corkscrew|enormous corkscrew]], a [[block]], and a [[pipe section]]. The construction itself is completed in two stages: first, an [[architect]] must bring the materials and prepare a design plan, then a builder (possibly the same dwarf as the architect) with the appropriate labor must assemble the components accordingly. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block. The architect and the assembler must have access to the where the light-colored tile will be.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west to east&amp;quot;, flowing from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored tile is [[impassable tile|impassable]] to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&lt;br /&gt;
Although the screw itself is only 2 tiles long by 1 tile wide, the entire system must be thought of as 4 tiles long (see diagram, &amp;quot;Basic Side View of a Pump&amp;quot;, right). This consists of (left to right)... 1) a liquid-source tile (where the liquid is, -1 z-level below), 2) the lighter-colored &amp;quot;intake&amp;quot; end of the pump itself (where any pump operator stands), 3) the darker-colored &amp;quot;output&amp;quot; end of the pump, and 4) the tile where the liquid will be deposited, which is on the &amp;lt;u&amp;gt;same level&amp;lt;/u&amp;gt; as the pump.*&lt;br /&gt;
&lt;br /&gt;
: (* It's easily possible to dig down to let that output liquid drain away, but it ''starts'' on the same level as the pump, +1 z-level above where it started. It's also possible to include walls to prevent the liquid from spreading, and this is recommended if you do not have a reliable drain system.)&lt;br /&gt;
&lt;br /&gt;
To build a pump, open the {{k|b}}uild menu, select {{k|m}}achines/fluids and then Screw {{k|p}}ump. It's important to choose the proper orientation for your pump (to specify the source and destination tiles) using the sub-menu that appears in the upper-right of the screen.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top). &lt;br /&gt;
&lt;br /&gt;
The two-tone green graphic shown at the very top-right of this page &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom), and is closer to what you will see in-game.  If pumped manually, the pump operator stands on the light-colored tile, as the dark-colored tile is [[impassable tile|impassable]].  Orientation is visible after placement by using {{k|q}}uery over or near that pump, or during placement.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt with a new orientation, and/or a new location.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. That end of the pump is '''not''' directly over the source - it is one level above but &amp;lt;u&amp;gt;adjacent&amp;lt;/u&amp;gt; to it. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
Construction of a screw pump can be prohibited with a &amp;quot;needs screw trap component&amp;quot; message if your enormous corkscrews are in a bin which has ''any'' current tasks attached to it (such as the relocation of a newly constructed corkscrew, or a military member moving a weapon). One workaround is to create a separate weapon stockpile for your corkscrews, and for best effectiveness, disallow the use of bins in that stockpile. This will force your corkscrew storage to work as smoothly (and space-consumingly) as a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
:* This &amp;lt;u&amp;gt;light&amp;lt;/u&amp;gt; pump tile is the input, and also is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area ''adjacent'' to this tile. &lt;br /&gt;
:* The source of the pump tile must be directionally adjacent to the &amp;quot;Open Space&amp;quot; or &amp;quot;Downward Ramp&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquid flow and creature movement, and can be built between wall segments to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s); no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them. In this case, ''all'' pumps (and other items) connected to that power network will fail to work.&lt;br /&gt;
* Dwarves operating pumps do '''NOT''' generate power. Thus, one cannot use a single [[pump operator]] to power an entire [[pump stack]].&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you must use [[magma-safe]] materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts (except for [[nether-cap]]s) will burst into flames the instant the pump is activated, and magma-unsafe stone [[block]]s melt after a short time. Despite the requirement for magma-safe materials, the exterior of the pump does not heat up, and dwarves do not mind operating a magma pump directly.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into a U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* The liquid in a pump's intake tile must have a depth of at least 2/7 for the pump to be able to remove any amount of liquid from it.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (e.g. cave-in, magma cooling into obsidian, or a sapling maturing into a [[tree]]) the pump will still run but not pump any fluid.&lt;br /&gt;
* If a pump's output tile contains magma and the pump is pumping water or vice versa, the output tile will be turned into [[obsidian]].&lt;br /&gt;
* Pumps operate in the reverse order in which they were built-- the most recently built will try to pump, then the next recent, and so on.  You can use this to your advantage for [[mist]] generation, to maximize fluid throughput, or for advanced [[repeater]] design.&lt;br /&gt;
* Screw pumps continue to operate for a short period (49 ticks) after losing power-- that is, a screw pump supplied power for exactly 1 tick will actually pump for 50 ticks.&lt;br /&gt;
* Screw pumps attempt to pump everything from the inlet tile to the outlet tile on every turn (so long as there is more than 1/7 liquid in the square).  Actual pump rate tends to be slower than this due to liquid needing to flow to the pump inlet, which can take a few turns depending on the source.&lt;br /&gt;
* If you bring in an adventurer, the pumps will run as long as you're close enough to the fortress - once you move far enough away, the site gets offloaded (and the pumps stop). &lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the [[impassable tile]] of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|This screw pump delivers water (or magma) from the lower level (on the right in this diagram) to the same z-level as the screw pump (on the left). When placing the screw pump to be built, the &amp;quot;dark green tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another screw pump. Note that for power to properly transfer, the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble. &lt;br /&gt;
&lt;br /&gt;
To prevent such a disassembly cascade, you can &amp;quot;anchor&amp;quot; each pump with a mechanism or stable horizontal axle. For water applications, placing this axle on the output tile of the pump also conveniently prevents plant growth; for magma applications, the axle must be protected from the magma, unless you are using [[nether-cap]].&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The 'Illustrated Top View of a Pump Stack Layer' shows a basic section of a pump stack. Only the door (or a floodgate) on the containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a [[Dwarven Atom Smasher]] with the top layer of the pump stack to create a &amp;quot;vacuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Tips====&lt;br /&gt;
&lt;br /&gt;
* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.&lt;br /&gt;
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.&lt;br /&gt;
* While expensive in both power and mechanisms, it is also possible to power a pump stack horizontally with a gear assembly or power source connected directly to the bright square. This is most useful when you are building an above ground pump stack. You can attach a power source to the screw pump through the dark square, but it's generally not a good idea because it will leak water along a diagonal. Unless that's your plan.&lt;br /&gt;
* When pumping water, make sure all tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. Fortifications have the added advantage that, when used with water, they will never become muddy.&lt;br /&gt;
* When using pumps to empty a large body of liquid, make sure that the pump output is properly isolated from the intake, otherwise the liquid can flow backwards into the pump's walkable tile and cause problems (such as flushing the dwarf operating it into the body of liquid being drained).&lt;br /&gt;
* The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.&lt;br /&gt;
&lt;br /&gt;
===Improved magma pump stack===&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no FPS improvement for water pumps by using this design.&lt;br /&gt;
&lt;br /&gt;
====Newer magma pump breakthroughs====&lt;br /&gt;
&lt;br /&gt;
Newer breakthroughs in magma pump design have since made the 3x3 reservoir design obsolete.&lt;br /&gt;
Testing has found a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effectively as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
:From the components used in construction, a DF pump can be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw]. However, given its effect on contaminated water, the lack of pump components *in* the water itself, and general dwarven mechanical aptitude, it seems more accurate - and more dwarfy - to infer the speed of rotation to be high enough that the building actually operates as a [http://en.wikipedia.org/wiki/Turbomolecular_pump turbopump] using the principle of [http://en.wikipedia.org/wiki/Vacuum_distillation vacuum distillation] to simultaneously transfer and purify water. Some Dwarven historians say that ancient screw pumps were also used as a torture device used to interrogate goblins and hippies.&lt;br /&gt;
&lt;br /&gt;
[[File:Schroef van Archimedes.jpg|thumb|300px|center|A modern era screw pump, though still mechanically different than the game's.]]&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=279082</id>
		<title>Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=279082"/>
		<updated>2022-12-22T19:28:37Z</updated>

		<summary type="html">&lt;p&gt;MagMa: Update to reflect v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
:'''''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. If you were looking for information on how to get your military to patrol or defend areas without actively managing them, see '''[[Scheduling]]'''. If you were looking for information on how to order your squads to move around on command and attack designated creatures, see '''[[Squads]]'''.&lt;br /&gt;
&lt;br /&gt;
'''Standing orders''' that apply to the whole fortress can be accessed by opening the Labor menu with {{K|y}} and then clicking on the '''Standing orders''' tab.&lt;br /&gt;
&lt;br /&gt;
==Automated Workshops==&lt;br /&gt;
* '''Automatically weave all thread''' toggles whether [[loom]]s will automatically weave available thread (or available dyed thread) into cloth&lt;br /&gt;
* '''Use any cloth''' toggles whether [[clothier's shop]]s will use only dyed cloth or all cloth. Since finished clothing cannot be dyed, this is one way to make sure the clothing is of the best quality possible.&lt;br /&gt;
* '''Automatically collect webs''' toggles whether [[weaver]]s will automatically go out and collect spider [[web]]s&lt;br /&gt;
* '''Slaughter any marked animal''' toggles whether animals marked for slaughter will automatically add slaughter tasks to [[butcher's shop]]s&lt;br /&gt;
* '''Automatically butcher carcasses''' toggles whether butcherable corpses will have butcher tasks automatically generated at [[butcher's shop]]s&lt;br /&gt;
* '''Automatically clean fish''' toggles whether &amp;quot;prepare raw fish&amp;quot; tasks will be automatically added to [[fishery]]s after raw fish are caught&lt;br /&gt;
* '''Automate kitchen'''toggles whether automatic [[reactions]] (&amp;quot;render fat&amp;quot;) will be added at [[kitchen]]stoggles whether automatic [[reactions]] (&amp;quot;render fat&amp;quot;) will be added at [[kitchen]]s&lt;br /&gt;
* '''Automate tannery''' toggles whether automatic [[reactions]] (&amp;quot;tan a hide&amp;quot;) will be added at [[tanner's shop]]s&lt;br /&gt;
&lt;br /&gt;
==Hauling==&lt;br /&gt;
* '''Workers gather animals''' toggles whether dwarves will move caged [[animal]]s to a stockpile&lt;br /&gt;
* '''Workers gather food''' toggles whether dwarves will move [[food]] to a stockpile&lt;br /&gt;
* '''Workers gather furniture''' toggles whether dwarves will move [[furniture]] to a stockpile&lt;br /&gt;
* '''Workers gather bodies''' toggles whether dwarves will move [[corpse]]s to a stockpile&lt;br /&gt;
* '''Workers gather minerals''' toggles whether dwarves will move [[stone]] to a stockpile&lt;br /&gt;
* '''Workers gather wood''' toggles whether dwarves will move [[wood]] to a stockpile&lt;br /&gt;
&lt;br /&gt;
==Refuse and dumping==&lt;br /&gt;
Dwarves can do different things with different types of [[refuse]].&lt;br /&gt;
&lt;br /&gt;
You can tell them to ignore refuse altogether by toggling off '''Workers gather refuse''' for a smelly fort, or toggle on '''Workers gather outdoor refuse''' which is mainly useful for collecting animals killed by military dwarves.&lt;br /&gt;
&lt;br /&gt;
Various refuse types can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump [[activity zone]]). Setting a type of refuse as &amp;quot;dump&amp;quot; will make dwarves start automatically dumping refuse of that type, even ones pre-stored in a refuse stockpile.&lt;br /&gt;
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NOTE: If you have outdoor refuse stockpiles set up with give and take chains (to shift garbage away from your fortress, for example,) you must turn on collecting outdoor refuse if you want your dwarves to move the piles.&lt;br /&gt;
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*'''Workers gather refuse''' toggles whether dwarves will ignore refuse completely&lt;br /&gt;
*'''Workers gather outdoor refuse''' toggles whether dwarves will gather refuse [[Tile_attributes|outside]]&lt;br /&gt;
*'''Workers ignore outdoor vermin remails''' toggles whether dwarves will gather [[vermin]] remains from outside (only available when '''Workers gather outdoor refuse''' is on)&lt;br /&gt;
*'''Workers save corpses''' toggles whether [[corpse]]s, [[body part]]s, and other parts not applied to the options below are stored or dumped, including [[Ivory|ivory/teeth]], [[horn]]s, [[nervous tissue]], and [[cartilage]]&lt;br /&gt;
*'''Workers save skulls'''  toggles whether [[skull]]s are stored or dumped&lt;br /&gt;
*'''Workers save bones''' [[bone]]s are stored or dumped&lt;br /&gt;
*'''Workers save shells'''  [[shell]]s are stored or dumped&lt;br /&gt;
*'''Workers save skins'''  toggles whether [[skin]]s, [[chitin]] or [[scale]]s are stored or dumped&lt;br /&gt;
*'''Workers save hair and wool''' toggles whether [[hair]] or [[wool]] are stored or dumped&lt;br /&gt;
*'''Workers save other objects''' toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or [[Wear|tattered]] clothes (&amp;quot;Gather Vermin Remains&amp;quot; must be on for outdoor vermin remains to be collected)&lt;br /&gt;
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==Sieges and forbidding==&lt;br /&gt;
Dwarves can automatically [[forbid]] certain types of items, automatically forbid these items only during sieges, or not automatically forbid them at all.&lt;br /&gt;
*'''Forbid used ammunition''' toggles whether shot ammunition is automatically forbidden&lt;br /&gt;
*'''Claim your dead''' toggles whether dead citizens are automatically forbidden&lt;br /&gt;
*'''Forbid your death items''' toggles whether dead citizens' items are automatically forbidden&lt;br /&gt;
*'''Claim other dead''' toggles whether other dead creatures are automatically forbidden&lt;br /&gt;
*'''Claim other death items''' toggles whether other dead creatures' items are automatically forbidden&lt;br /&gt;
*'''Forbid floor/wall cleaning''' toggles when dwarves will clean contaminants such as [[vomit] and [[blood]] from floors and walls.&lt;br /&gt;
*'''Forbid trap cleaning''' toggles when dwarves will clean [[trap]]s.&lt;br /&gt;
*'''Forbid trap rearming''' toggles when dwarves will rearm traps.&lt;br /&gt;
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==Chores==&lt;br /&gt;
The Chores tab allows you to select what tasks [[children]] will automatically do. You can select '''Children don't do chores''' to forbid all children from doing work tasks or toggle tasks from the list of &amp;quot;Feeding Patients/Prisoners,&amp;quot; &amp;quot;Milking,&amp;quot; hauling tasks, &amp;quot;Cleaning,&amp;quot; and &amp;quot;Lever Operation.&amp;quot; The tab lists all of the children in your fort and you can also select individual children to do either all or none of the tasks you've selected.&lt;br /&gt;
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==Other==&lt;br /&gt;
*'''Announce some job cancellations''' adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
*'''Everybody harvests''' toggles who will harvest plants from [[farm plot|farm plots]] - if set to &amp;quot;Everybody harvests&amp;quot;, all dwarves will participate, including [[nobles]] and [[children]].&lt;br /&gt;
*'''Mix similar foods in barrels''' toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
*'''Prefer zones for water drinking''' toggles whether dwarves can drink at water sources not marked as zones.&lt;br /&gt;
*'''Prefer zones for fishing''' toggles whether fisherdwarves can fish at water sources not marked as zones.&lt;br /&gt;
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{{Translation| dwarven = savot lotol | elvish = rino feri | goblin = axod axusp | human = wur cika}}&lt;br /&gt;
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{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Standing orders]]&lt;/div&gt;</summary>
		<author><name>MagMa</name></author>
	</entry>
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