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	<updated>2026-04-10T11:36:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=127747</id>
		<title>v0.31:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=127747"/>
		<updated>2010-09-17T20:53:27Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: Already mentioned twice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:48, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Tallow is created by using the 'render fat' job at a {{L|kitchen}} and is made from fat created from {{L|Butcher's shop|butchered}} animals.&lt;br /&gt;
&lt;br /&gt;
Note that although fat will be created as a stack, the 'render fat' job will only render one piece of fat at a time, effectively splitting the stack into a bunch of single pieces of tallow.&lt;br /&gt;
&lt;br /&gt;
Tallow is used to make {{l|soap}}, and can also be cooked into prepared meals.&lt;br /&gt;
&lt;br /&gt;
Tallow can be stored without container, but if barrels are available dwarves will fill up to 10 units of random tallow in one barrel.&lt;br /&gt;
&lt;br /&gt;
Since tallow does not have quality levels, rendering fat is a good way to train a cook, if slow.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=127662</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=127662"/>
		<updated>2010-09-16T13:28:01Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: These are the same: merging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate maze.  You may use [http://www.billsgames.com/mazegenerator/ a maze generator] to assist you.  It should be filled with traps and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the maze walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it a three-dimensional maze.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; Magma Channels in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one singluar structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24495</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24495"/>
		<updated>2008-11-29T21:00:43Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: Category:Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
There are two important things to consider when designing defenses for your fortress.  First, you must protect the fortress itself.  Second, protecting your dwarves is also often a priority.  These two goals can often be rather divergent, as without careful planning your dwarves may wander the open countryside to collect herbs, cut trees, hunt, fish, or otherwise just enjoy nature, and while outside your fortress are vulnerable.  &lt;br /&gt;
&lt;br /&gt;
==Entrance design and traps==&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
===Fortification based entrance designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt;  - pit (filled with spikes, water, magma, whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;@&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
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The 3 tile wide lane is for traders, so if you have your trade depot before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Inverse Battlement&amp;quot; design by Sergius ===&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. Furthermore, it is somewhat stylized - the dwarves on the bridge with the fortifications are one level above the goblins and trolls and such. One by one, they fall as soon as they pass this &amp;quot;bridge&amp;quot; (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling specially nasty, make the tunnel really long into the mountain and build a ballista behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=30&lt;br /&gt;
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|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|{{qd/ch{{!}}\{{!}}CCC}}&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|◄|═|«&lt;br /&gt;
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&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
==Defending your dwarves==&lt;br /&gt;
&lt;br /&gt;
The best way to prevent dwarves outside from being ambushed and slaughtered by hostile creatures is to keep them from going outside.  Unfortunately, there are valuable commodities like wood which are hard to acquire inside.  &lt;br /&gt;
&lt;br /&gt;
The next best thing is to provide defenses which protect your dwarves while outside.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  While faster, the moat is less effective because it can be seen over, and unless the area beyond the moat also has no access to any entrance to the fortress (and no dwarves) you will still be vulnerable to archers.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited areas.  Basically, creating artificially constrained outdoors areas for dwarves to work in is like keeping your dwarves inside - you're only vulnerable while establishing the defense system, afterwards its part of the fortress for most purposes.&lt;br /&gt;
&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on Bronze Colossi and Dragons.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.&lt;br /&gt;
&lt;br /&gt;
Finally, a sufficiently large military could be used as a reactive force to rescue ambushed dwarves.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarf lives may have already been lost.  And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding.  At best, an army should be considered supplemental for defending dwarves outside your fortress.&lt;br /&gt;
&lt;br /&gt;
==Armed civilians==&lt;br /&gt;
&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. &lt;br /&gt;
In that case, you can turn on the hunting skill for all civilians and use the [m]ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly. But without wildlife, no hunting jobs are generated.&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Please, do not kill us, just take our goods and let us go!&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Kill you? We've just come to trade with your caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Why is it, then, that you have us surrounded by 200 soldiers the moment we arrive?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;They're not soldiers. They're civilians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Civilians, eh? Civilians clad in full steel and armed to the teeth. You expect me to believe that? Come on you sadist, just get it over with and kill us now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;We're... Hunters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Hunters. Right. You know as well as I do that nothing bigger than a fluffy wambler lives in these lands.&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Yes. That is... very convenient!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defense guide]] for a complete guide&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Design&amp;diff=46252</id>
		<title>Category:Design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Design&amp;diff=46252"/>
		<updated>2008-11-29T20:59:52Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: lead text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Articles related to design strategies in Fortress mode.&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6213</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6213"/>
		<updated>2008-11-29T20:58:36Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: Category:Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
One way of doing this is with the stockpiles on the next Z-level like this:&lt;br /&gt;
&lt;br /&gt;
(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
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|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
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|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
i=input item o=output item W=workshop&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
==== Moody Dwarves ====&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
{{qd|cols=9&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|`|`|`|X|`|`|`|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
====Decentralized Workshop Complex====&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because peasant haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
===Curtain Walls, Orchards and Farmland===&lt;br /&gt;
Just because your fortress is underground doesn't mean it has to start there! If you have the labour and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege.&lt;br /&gt;
&lt;br /&gt;
===C-Chute===&lt;br /&gt;
The C-Chute, or Casualty Chute, is a special internal construction for fortresses with large underground areas mostly disconnected with the surfaces, especially if a fortresses defenses are primarily internal. Basically, a deep pit within the fortress walls, down which goes any dead goblins, wildlife, kolbolds and so forth. They are allowed to decay, but the miasma is too far from the areas dwarfs use to affect your fortress. Once they have rotted away completely, you can enter the chute to retrieve their bones, without ever having to go outside! Also useful for fortresses often under siege, where moving bodies outside is not always possible. This is better than using a room to dispose of the bodies, as the dwarfs dumping the bodies will not have to deal with miasma from other corpses in the dump zone.&lt;br /&gt;
&lt;br /&gt;
===Avoiding Cave Adaptation===&lt;br /&gt;
[[Cave adaptation]] is something you will generally want to avoid.  By utilizing a lighted central stair column, it is possible to make it so that dwarves will be constantly exposed to light and thus avoid cave adaptation.  You can light your central column by using a design similar to the one illustrated below (side view)&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=7&lt;br /&gt;
|s|u|r|f|a|c|e&lt;br /&gt;
|_|`|_|_|_|`|_&lt;br /&gt;
|`|`|`|x|`|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
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|`|`|`|x|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Start by digging your stairway column all the way to the surface.  Next, channel out the surface layer and replace it with either a floor or stairway, depending on your design strategy. Channel out the next layer below the newly-constructed layer, and replace it appropriately. Repeat all the way down the column, and you should have lighted stairs all the way up and down through your fortress. A wall around the top will provide safety from invaders (a hatch cover will make the stair column count as inside, which won't prevent cave adaptation). Note that if you turn on Dwarves stay inside you'll forbid the dwarves from using your stairway.&lt;br /&gt;
&lt;br /&gt;
===Dams===&lt;br /&gt;
See [[dam]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25832</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25832"/>
		<updated>2008-11-29T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: Category:Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of [[bedroom]]s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of [[room]] qualities are needed. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Communal barracks ==&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single [[weapon rack]] in a room, designate a [[barracks]] from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to get upset when their [[Noble#Room_Requirements_Summary|requirements]] are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
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|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝}}&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
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|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|.}}&lt;br /&gt;
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|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
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|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|.&lt;br /&gt;
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|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.}}&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
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|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the Barrack and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43632</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43632"/>
		<updated>2008-08-09T11:50:14Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Types of content: */ wikilink, rather than external link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored in your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TYPE]&lt;br /&gt;
 &lt;br /&gt;
 [TYPE:ID] &lt;br /&gt;
 &amp;lt;...contents...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID is an unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).&lt;br /&gt;
&lt;br /&gt;
===Types of content:===&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;br /&gt;
&lt;br /&gt;
A list of tokens can be seen at [[:Category:Tokens]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Files&amp;diff=44158</id>
		<title>Category:Files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Files&amp;diff=44158"/>
		<updated>2008-08-09T11:48:42Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: New page: This category contains all articles about Dwarf Fortress system files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles about Dwarf Fortress system files.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43631</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43631"/>
		<updated>2008-08-09T11:48:08Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored in your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TYPE]&lt;br /&gt;
 &lt;br /&gt;
 [TYPE:ID] &lt;br /&gt;
 &amp;lt;...contents...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID is an unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).&lt;br /&gt;
&lt;br /&gt;
===Types of content:===&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[http://www.dwarffortresswiki.net/index.php/Category:Tokens The list of tokens]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33496</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33496"/>
		<updated>2008-08-09T11:46:44Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: category?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The init.txt file is used to make many adjustments to the game such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
This file is under Dwarf Fortress&amp;gt;data&amp;gt;init&lt;br /&gt;
&lt;br /&gt;
===Default init.txt (as of Dwarf Fortress 0.27.176.38c)===&lt;br /&gt;
Change this to turn sound off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOUND:ON]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VOLUME:255]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to skip the wonderful intro movies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[INTRO:ON]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWED:PROMPT]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWEDX:640]&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWEDY:300]&amp;lt;br&amp;gt;&lt;br /&gt;
[FONT:curses_640x300.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Full screen info.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLSCREENX:800]&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLSCREENY:600]&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLFONT:curses_800x600.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_SPACE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of February 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_WINDOWEDX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_WINDOWEDY:400]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLSCREENX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLSCREENY:800]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TOPMOST:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FPS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FPS_CAP:100]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[G_FPS_CAP:50]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VSYNC:OFF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TEXTURE_PARAM:NEAREST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PRIORITY:NORMAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MOUSE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MOUSE_PICTURE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOSAVE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOBACKUP:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOSAVE_PAUSE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[INITIAL_SAVE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PAUSE_ON_LOAD:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[EMBARK_WARNING_ALWAYS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TEMPERATURE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEATHER:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ECONOMY:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[INVADERS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[CAVEINS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ARTIFACTS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ZERO_RENT:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[EMBARK_RECTANGLE:6:6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&amp;lt;br&amp;gt;&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PATH_COST:1:2:5:25]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to disallow pets from coffin burial as the default option.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[COFFIN_NO_PETS_DEFAULT:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SKY:178:3:0:0]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As above, for inside/subterranean areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[CHASM:250:0:0:1]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[POPULATION_CAP:200]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BABY_CHILD_CAP:100:1000]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VARIED_GROUND_TILES:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[KEY_HOLD_MS:150]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MORE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[DISPLAY_LENGTH:23]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_TRAPS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_ALWAYS_CENTER:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&amp;lt;br&amp;gt;&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_R:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_G:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_B:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4154</id>
		<title>40d Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4154"/>
		<updated>2008-08-07T10:29:28Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Cleaning up */ merge/redirect -&amp;gt; move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can be made from wood at the carpenter's shop too&lt;br /&gt;
&lt;br /&gt;
This should be merged with the other [[Hatch Cover]] topic - I didn't realise this one existed already as I was working from the [[Furniture]] category. [[User:Matryx|Matryx]] 04:45, 5 November 2007 (EST)&lt;br /&gt;
: Done.  See [[DwarfFortressWiki:Community_Portal|Rule P]]. Old topic seemed to be a stub and is archived here:&amp;lt;blockquote&amp;gt;Constructed from [[stone]] (and perhaps other materials) at the [[Mason's workshop]].  Used to build a [[Floor Hatch|floor hatch]].&amp;lt;/blockquote&amp;gt; --[[User:Mechturk|Mechturk]] 05:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cleaning up ==&lt;br /&gt;
&lt;br /&gt;
I think this article should be merged with [[floor hatch]] into a single '''Hatch''' one (a bit like [[door]]). Currently, '''Hatch''' redirects to [[floor hatch]].--[[User:Aykavil|Aykavil]] 07:26, 18 July 2008 (EDT)&lt;br /&gt;
:I've merged everything to ''here'', perhaps an admin can move to [[Hatch]] rather than cutting and pasting to there. [[User:Marasmusine|Marasmusine]] 06:29, 7 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Floor_Hatch&amp;diff=6036</id>
		<title>Floor Hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Floor_Hatch&amp;diff=6036"/>
		<updated>2008-08-07T10:26:13Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: Redirecting to Hatch cover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hatch cover]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3661</id>
		<title>40d:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3661"/>
		<updated>2008-08-07T10:25:48Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: Hatch cover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Hatch cover]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3683</id>
		<title>40d:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3683"/>
		<updated>2008-08-07T10:25:16Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: merge from floor hatch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Hatch cover''' is a circular covering for a hole in the ground, which is effectively a vertical door.  It is classed as [[furniture]] and can be built from either [[rock]], [[wood]], [[metal]] or [[glass]].  When closed, hatches have the symbol {{Raw Tile|ç|Gray|Silver}}, and when open they look like empty space.&lt;br /&gt;
&lt;br /&gt;
== Hatch settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A hatch set to Forbidden is impassable to any dwarves in the game. A hatch cannot be set Forbidden if it is open. Invading thieves may lock-pick and bypass a Forbidden hatch.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A hatch that is pet-passable allows through traffic of pets. A pet can still pass through a hatch that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A hatch set to external functions as a floor? when defining boundaries of a room such as a [[bedroom]]. A hatch set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Building Hatches ==&lt;br /&gt;
&lt;br /&gt;
After constructing a hatch at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture.  Hatches can be built on any free floor tile, over empty space, or on top of down-staircases (or up/down staircases, or even up-staircases, although that last option won't do anything useful). Hatches cannot be placed on the same tile as most other constructions, including all [[furniture]] and [[trap]]s. However, they ''can'' be placed on &amp;quot;rough-hewn wall&amp;quot; tiles, which somehow leaves the wall intact! &amp;lt;!-- Yet to find out: Can you still dig a channel under a forbidden hatch? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be used effectively, a hatch should either be placed above a downstair (or in an up/down stair) where, like a door, it will impede liquid flow while still allowing access; or alternatively it can be linked up to a lever (and probably placed above a channel, or lava, or below a river etc), which when pulled will temporarily open the hatch, allowing whatever is above to fall down below.&lt;br /&gt;
&lt;br /&gt;
Like [[grate]]s, hatches placed on top of floor tiles are purely decorative. Placing a hatch cover does not automatically dig out anything under the hatch.&lt;br /&gt;
&lt;br /&gt;
Water which has a hatch on top of it can still be used as a water source and for fishing.&lt;br /&gt;
&lt;br /&gt;
Hatches over empty space can be safely walked on and even driven over by caravans (They do need to be next to a wall or floor for support, however, but they can't even be built if that condition isn't met - and supports on the level below don't do any good {{verify}}).&lt;br /&gt;
&lt;br /&gt;
==Floor Hatch==&lt;br /&gt;
A Floor Hatch is [[door]] based on the Z-axis. When you create a stairway between two floors (both an upwards staircase on the lower floor and a downwards staircase on the upper floor) the Floor Hatch, when put on the upper floor staircase, acts like a door. If you lock it, the dwarves will not use that staircase. A closed floor hatch will block the passage of fluids onto the lower floor, and will stop falling creatures. They can also be used on ramps. Floor hatches can also be placed on open space, provided they have support.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Floor Hatches could possibly have another use:&lt;br /&gt;
*Trap doors when hooked to pressure plates?&lt;br /&gt;
*For use over pits and ponds?&lt;br /&gt;
*Preventing water and magma from flowing down stairs or ramps - useful for aquifer levels&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
Testing shows that in a nutshell:&lt;br /&gt;
*They work just like doors. Only on the Z-axis.&lt;br /&gt;
*The hatch will be flashing if placed over stairs.&lt;br /&gt;
*A dwarf falling down a multiple floor stairway will be stopped by a closed floor hatch.&lt;br /&gt;
*Hatches can be linked to levers to function like a &amp;quot;vertical&amp;quot; floodgate without blocking liquid accumulating on the surface above - for example they can be used as emergency drains for pools of water - or magma, if made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
More testing is required.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41290</id>
		<title>40d:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41290"/>
		<updated>2008-07-30T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Corpse looting */ +b key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the bodies start falling, and sometimes even before, citizens will run like madmen right into the middle of a [[combat]] situation.  We'd like to think of it as natural selection, but all dwarves are potentially that stupid.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
===Corpse looting===&lt;br /&gt;
The most common cause is the death of a friend or enemy.  A dying creature who carries objects drops those objects on death, and your dwarves just can't wait to start looting the corpses.  Even the presence of hostiles will only deter them if they get close enough to be spooked, and then there's often no telling which direction they'll run - it's usually the wrong one.  This behavior only occurs after someone dies.  To prevent this behavior, as soon as bodies are generated immediately forbid ({{K|d}} - {{K|b}} - {{K|f}}) all objects they were carrying and their corpse - including all parts thereof.  Dwarves will cancel jobs to retrieve forbidden items.&lt;br /&gt;
&lt;br /&gt;
===Outside tasks===&lt;br /&gt;
The second behavior which leads to civilian dwarves in avoidable combat situations is dwarves who try to take jobs which take them outside.  This is really a more general version of the previous (as they are trying to job 'take item to depot' for dropped items), but can be generated by any object or stockpile that's sitting outside.  This is much harder to deal with unless you've kept your stockpiles inside and kept track of every object outside, because finding them to forbid them can be difficult, especially on larger maps or maps with many outdoor z-levels.  Finally, not all outdoor jobs are going to be item collecting jobs.  Woodcutters will want to chop designated trees (deselect them to stop this or turn off the labor), fisherdwarfs are going to want to go fishing (turn off the fishing labor), trappers will want to trap and hunters will want to hunt (turn off these labors).  You'll want to turn off gathering refuse from outside as well using the [[standing orders]] menu: ({{K|o}} - {{K|r}} - {{K|o}}).&lt;br /&gt;
&lt;br /&gt;
===Rescue missions===&lt;br /&gt;
One last behavior which can (rarely) bring a civilian into combat is an attempt to rescue a wounded dwarf.  Unfortunately you can't 'forbid' a living dwarf, but you can disable the &amp;quot;Health Care&amp;quot; job for the dwarf attempting the rescue. You may need to draft then undraft him to reset his health care job.&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
===&amp;quot;All dwarves stay inside&amp;quot;===&lt;br /&gt;
You can order all your dwarves, or just non-soldier dwarves, to stay inside by using the standing orders menu: {{k|o}} - {{k|i}}. However this is often an ineffective solution because the prohibition only kicks in when a dwarf actually steps outside. Thus, if combat (or other enemy deterrence systems) are at or near your entrance, telling dwarves to stay inside will not help - they will still try to take these jobs, walk outside (right into a combat situation), and then realize they aren't supposed to be there, cancel the job, walk back inside, and try to take the same job again.&lt;br /&gt;
&lt;br /&gt;
Setting only soldiers to go outside is not a cure-all, since soldiers can still generate Pickup Equipment jobs and run one by one into a hail of goblin crossbow fire.&lt;br /&gt;
&lt;br /&gt;
===Remove distractions===&lt;br /&gt;
As described above, as soon as a siege or ambush occurs, turn off the labors of dwarves who have outdoor tasks (woodcutting, fishing, trapping and hunting), un-designate ({{k|d}} - {{k|x}}) trees or shrubs that were set to be cut or gathered, and forbid ({{k|d}}} - {{{k|f}}) anything outdoors that your dwarves might want to fetch (such as freshly-cut logs). Continue doing this as the combat progresses and bodies and items start dropping. Turning off refuse hauling, as described above ({{K|o}} - {{K|r}} - {{K|o}}), may help. So can telling dwarves not to collect bodies: {{k|o}} - {{k|g}} if you use stockpiles for dead dwarves (which [[coffin|you shouldn't]]). &lt;br /&gt;
&lt;br /&gt;
===Batten down the hatches===&lt;br /&gt;
An easier solution to manage is locking all your dwarves inside, for instance by raising drawbridges.  This tends to break invader AIs however, as they will just mill about outside (not walking forward into your traps) because they can't find a path to a dwarf.  It also makes it more difficult to get military out to the invaders because when you open the doors your dwarves will start taking outdoor jobs again.&lt;br /&gt;
&lt;br /&gt;
===Martial law===&lt;br /&gt;
One last solution is to draft all your civilian dwarves and station them somewhere deep within your fortress.  It will generate a lot of unhappy thoughts, and kill your productivity for the duration of the siege, but it will stop them from being stupid. Watch out for newly-recruited dwarves who are set to equip armour or weapons, however: they may attempt to run out into the fray to equip themselves if 'Soldiers can go outside' is selected.&lt;br /&gt;
&lt;br /&gt;
===Forward barracks===&lt;br /&gt;
Create your barracks, a food stockpile, weapons and armour stockpiles, small meeting hall, etc. near the entrance of your fort for your military dwarves to use. Have the rest of your fort separated by lockable doors. When fighting occurs, lock all non-military dwarves in the back of the fort where they can continue working undisturbed. Forcing all incoming traffic to move through your barracks has the added benefit of making it likely that any sneaky [[thief]] will be discovered in the middle of your sparring ground -- with predictably gruesome results for the thief.&lt;br /&gt;
&lt;br /&gt;
The forward barracks concept can be extended by placing the barracks so far forward that they are on the surface, outside the fortress proper, forming a castle of sorts. This requires encircling walls or channels on the surface to force enemies into a designated approach path and block others, so there is more work required of the player. One benefit is that the &amp;quot;soldiers can go outside&amp;quot; order will keep civilians out of the castle, and thus hopefully out of harm's way; also this will consume large amounts of those stones that clutter up the fortress.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The existence of this problem is a strong argument for doing as much as you can to give your dwarves little reason to go outside.  The fewer reasons your dwarves have for going outside, the fewer dwarves you will lose to crazy dwarves wandering into the line of fire.  It has the side benefit of greatly reducing your casualties from ambushes. Strategies like building a [[trade depot]] indoors, behind a retractable drawbridge, will help keep your dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Providing indoor pastimes (like a [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[zone]]) will make dwarves spend their break time in the fortress rather than outside. This will prevent dwarves from hanging around outside, which will lessen the likelihood that they will get caught outside when siegers arrive. Creative use of water resources to create an [[underground forest]] can limit danger to woodcutters. Hunters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24489</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24489"/>
		<updated>2008-07-25T14:52:29Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: headers per WP style guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
There are two important things to consider when designing defenses for your fortress.  First, you must protect the fortress itself.  Second, protecting your dwarves is also often a priority.  These two goals can often be rather divergent, as without careful planning your dwarves may wander the open countryside to collect herbs, cut trees, hunt, fish, or otherwise just enjoy nature, and while outside your fortress are vulnerable.  &lt;br /&gt;
&lt;br /&gt;
==Entrance design and traps==&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
===Fortification based entrance designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;nbsp;&amp;lt;/tt&amp;gt;  - pit (filled with spikes, water, magma, whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;r&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
&amp;lt;pre&amp;gt;   &lt;br /&gt;
                  ENTRANCE&lt;br /&gt;
######################222######&lt;br /&gt;
rrrr+ ................... +rrrr&lt;br /&gt;
rrrr+ .               111 +rrrr&lt;br /&gt;
rrrr+ .  .   .   .   .... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+  .   .   .   .  ... +rrrr&lt;br /&gt;
rrrr+                 ... +rrrr&lt;br /&gt;
rrrr+++++++++++++++++ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ 333 +rrrr&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your trade depot before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Inverse Battlement&amp;quot; design by Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&lt;br /&gt;
|═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|T|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|.|.|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|H|.|.|g|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.&lt;br /&gt;
|═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'}}&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. Furthermore, it is somewhat stylized - the dwarves on the bridge with the fortifications are one level above the goblins and trolls and such. One by one, they fall as soon as they pass this &amp;quot;bridge&amp;quot; (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling specially nasty, make the tunnel really long into the mountain and build a ballista behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;s&amp;lt;/tt&amp;gt; - ballista&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - Stair&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ###########################sss&lt;br /&gt;
Entrance...............&amp;gt;     sss...sss&lt;br /&gt;
Entrance...............&amp;gt;     sssssssss&lt;br /&gt;
Entrance...............&amp;gt;     ssssss...&lt;br /&gt;
        ########################sss###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
==Defending your dwarves==&lt;br /&gt;
&lt;br /&gt;
The best way to prevent dwarves outside from being ambushed and slaughtered by hostile creatures is to keep them from going outside.  Unfortunately, there are valuable commodities like wood which are hard to acquire inside.  &lt;br /&gt;
&lt;br /&gt;
The next best thing is to provide defenses which protect your dwarves while outside.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  While faster, the moat is less effective because it can be seen over, and unless the area beyond the moat also has no access to any entrance to the fortress (and no dwarves) you will still be vulnerable to archers.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited areas.  Basically, creating artificially constrained outdoors areas for dwarves to work in is like keeping your dwarves inside - you're only vulnerable while establishing the defense system, afterwards its part of the fortress for most purposes.&lt;br /&gt;
&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on Bronze Colossi and Dragons.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.&lt;br /&gt;
&lt;br /&gt;
Finally, a sufficiently large military could be used as a reactive force to rescue ambushed dwarves.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarf lives may have already been lost.  And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding.  At best, an army should be considered supplemental for defending dwarves outside your fortress.&lt;br /&gt;
&lt;br /&gt;
==Armed civilians==&lt;br /&gt;
&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. &lt;br /&gt;
In that case, you can turn on the hunting skill for all civilians and use the [m]ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly. But without wildlife, no hunting jobs are generated.&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Please, do not kill us, just take our goods and let us go!&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Kill you? We've just come to trade with your caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Why is it, then, that you have us surrounded by 200 soldiers the moment we arrive?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;They're not soldiers. They're civilians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Civilians, eh? Civilians clad in full steel and armed to the teeth. You expect me to believe that? Come on you sadist, just get it over with and kill us now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;We're... Hunters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Hunters. Right. You know as well as I do that nothing bigger than a fluffy wambler lives in these lands.&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Yes. That is... very convenient!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defense guide]] for a complete guide&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4983</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4983"/>
		<updated>2008-07-25T11:35:29Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Explanation */ version template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=The Aquatic Doombringer&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;font-weight: normal;&amp;quot;&amp;gt;otherwise known as&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt; Carp|symbol=&amp;amp;#x03b1;|color=rgb(0, 128, 128)|bones=3|fat=1|skin=1|skulls=1|chunks=3|meat=3|biome= * [[Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical]] freshwater [[river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
&lt;br /&gt;
'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
These little monsters are challenging [[elephant]]s for the post of King of Beasts. Not only because they can drag a fully grown [[dwarf]] into the [[water]] and nibble him to death, but also because they can stare at your [[fisherdwarf]] and send them staggering back into a [[cliff]]. To make things worse, [[Ambusher|hunters]] will unload their whole [[quiver]]s on them, oblivious to nearby [[animal]]s walking on land. Carps will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the [[river]]s and lakes to air-drown the fish (but be wary not to water-drown your [[dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack [[creatures]] outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases.){{version|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If you are new to DF, then there is only one thing to do if you come across a river full of carp and you don't want your dwarves to die... Run. Run and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_CARP]&lt;br /&gt;
	[NAME:carp:carp:carp]&lt;br /&gt;
	[TILE:224][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:protruding mouths]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:carp fry:carp fry]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Карп]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor&amp;diff=12703</id>
		<title>40d:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor&amp;diff=12703"/>
		<updated>2008-07-24T15:17:36Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Construction */ Yay, construction zoning at last.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floor''' is a [[map tile]] state that creatures can walk on. A floor is formed either naturally (as [[grass]] or soil the ground), by constructing walls (thus creating a floor on the level above) or by building a floor. Floors can be built on natural floors; this distinction is subtle but allows for 'paving'.&lt;br /&gt;
&lt;br /&gt;
Constructed floors:&lt;br /&gt;
* count as [[construction]]s and cannot have [[wall]]s built upon them&lt;br /&gt;
* can have other types of buildings built upon them, such as workshops&lt;br /&gt;
* can be muddied and farmed&lt;br /&gt;
* [[cave-in]] when unsupported, punching through any floor tile in their way&lt;br /&gt;
* cannot be [[Engraving|engraved]]&lt;br /&gt;
&lt;br /&gt;
Floors enclose spaces making the tile below them [[inside]]. &lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Floors must be built up tile by tile using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|f}}. A rectangular area can be zoned for floor construction using {{K|u}}, {{K|k}}, {{K|m}} and {{K|h}}.{{version|0.28.181.39c}} Smoothing floors requires the [[Stone Detailing]] skill. Building a stone floor tile requires the [[Masonry]] skill. Building a wooden floor tile requires the [[Carpenter]] skill.&lt;br /&gt;
&lt;br /&gt;
== Deconstruction ==&lt;br /&gt;
Use caution when deconstructing floors as the dwarves will occasionally stand on them while removing them. This causes them to fall through to the next level down when they finish which can be quite dangerous. If you build a bridge on top of the floor first the dwarves will stand on it, and remove the floors without any problems. The bridges are removed from the edges so there won't be any danger from that. Just remember that the bridge won't support the floors so make sure that you remove the inner most tiles first.&lt;br /&gt;
&lt;br /&gt;
If the floors created by the construction of a [[wall]] on a lower level are removed than the dwarf removing them will be stuck floating in the air until they are rebuilt. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Digging]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_guard&amp;diff=30543</id>
		<title>40d Talk:Fortress guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_guard&amp;diff=30543"/>
		<updated>2008-07-21T16:01:57Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: militia -&amp;gt; guards sleeping behaviour?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone have any advice on reasons I should put a new migrant into the Fortress Guard, instead of making him or her a regular soldier, whom I can control better? I assume it gives the Captain a happy thought to have more guards, but other than that, I prefer having a new soldier instead of a new guard. --[[User:DDouble|DDouble]] 02:39, 2 December 2007 (EST)&lt;br /&gt;
:Untill he is close to elite status it is probably better to have more guards as I think that the more guards you have - the more chances that a guard will take care of a criminal and not a hammerer. Having elite guards is really totally worthless.--[[User:Another|Another]] 10:02, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Why was this moved from &amp;quot;Fortress guard&amp;quot;? --[[User:TangoThree|TangoThree]] 06:07, 2 February 2008 (EST)&lt;br /&gt;
:Because {{user|Ironxides}} didn't read the wiki naming guidelines and decided it looked better with a capital G. [[User:VengefulDonut|VengefulDonut]] 11:30, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I switched a squad to fortress guard, they stopped using the barracks to sleep in but continued to use it for training. Can anyone confirm this behaviour? (39c) [[User:Marasmusine|Marasmusine]] 12:01, 21 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=28825</id>
		<title>40d:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=28825"/>
		<updated>2008-02-22T18:17:16Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Machine Logic */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computing in dwarf fortress is the practice of setting up your fortress in such a way that allows logical operations like AND, OR, NOT, and etc to exist and be used.  Computing in dwarf fortress is an EXTREMELY young concept with lots of room for improvement and development.  Innovation and invention is encouraged.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Binary logic takes one or two inputs and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&lt;br /&gt;
&lt;br /&gt;
NOT takes one input and returns true if that input is false&lt;br /&gt;
&lt;br /&gt;
AND takes two inputs and returns true if both inputs are true&lt;br /&gt;
&lt;br /&gt;
OR takes two inputs and returns true if at least one input is true&lt;br /&gt;
&lt;br /&gt;
XOR takes two inputs and returns true if exactly one input is true&lt;br /&gt;
&lt;br /&gt;
NAND takes two inputs and returns true if either input is false&lt;br /&gt;
&lt;br /&gt;
NOR takes two inputs and returns true if both inputs are false&lt;br /&gt;
&lt;br /&gt;
 A B  AND  OR   XOR  NAND NOR&lt;br /&gt;
 0 0  0    0    0    1    1&lt;br /&gt;
 0 1  0    1    1    1    0&lt;br /&gt;
 1 0  0    1    1    1    0&lt;br /&gt;
 1 1  1    1    0    0    0&lt;br /&gt;
&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other ports.&lt;br /&gt;
&lt;br /&gt;
Additionally, two-dimensional logic design requires a 'jumper' gate that crosses two signals without affecting their contents. This may only be an issue in DF if you are considering magma-based circuits.&lt;br /&gt;
&lt;br /&gt;
== Fluid Logic ==&lt;br /&gt;
Fluid logic utilizes the tendency of fluids in dwarf fortress to, umm, flow.  It takes advantage of the ability of pressure plates in the new version to be triggered by water (or magma) resting on top of them.  This allows systems of pumps, floodgates, doors, bridges, and anything else operated by pressure plate to be incorporated into a machine.&lt;br /&gt;
&amp;lt;!-- could someone who's used this type of logic go into further detail with it?  what kinds of circuits can be created and how?  What are the major challenges of using fluids? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get you started, a pressure plate set to trigger on water level 0-3 and linked to a floodgate will CLOSE the floodgate when the tile has deep water.&lt;br /&gt;
If the pressure plate is set for water level 4-7, then the floodgate will OPEN when the tile has deep water.&lt;br /&gt;
&lt;br /&gt;
== Machine Logic ==&lt;br /&gt;
Machine logic uses the also new system of gears, axles, windmills, and waterwheels to solve problems.  Power sources (windmills and waterwheels) transfer power to machine parts (axles and gears).  If there is not enough power in a system to allow all the parts to move, it will shut down entirely.  Individual gears can also be shut down by levers to interrupt or otherwise alter the transfer of power throughout the machine.  All sorts of logic gates can be created based on those rules alone.  Currently four have been created in a proof-of-concept sort of way in a relatively quick and cheap manner:&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic.gif]]&lt;br /&gt;
&lt;br /&gt;
In the above picture, the four basic logic operations are shown.  Gears connected to outside power are circled in red.  Gears that can be deactivated by lever are color-coded to the lever that deactivates them.  For the purposes of binary logic, a lever is '''TRUE''' if it is pointing '''LEFT'''.  Levers pointing '''RIGHT''' are '''FALSE'''.&lt;br /&gt;
&lt;br /&gt;
In AND, two adjacent gears are connected to levers.  Power is only transferred to the one-tile output axle if both levers are set to true.&lt;br /&gt;
&lt;br /&gt;
In OR, two power sources are connected to an output gear and axle.  If either lever is set to true, the axle will be connected to power and also be true.&lt;br /&gt;
&lt;br /&gt;
In XOR, 40 units of power are transferred to a central gear.  To power the output axle, it must be connected to it by switching one of the levers to true.  However, if both levers are set to true, then the machine requires 42 units of power to run, and thus shuts down due to lack of power.&lt;br /&gt;
&lt;br /&gt;
in NOT, there is a powered gear connected directly to the output axle.  If the lever is set to true, the powered gear connects to 3 other unpowered gears, which causes the machine to shut down due to lack of power.&lt;br /&gt;
&lt;br /&gt;
== Borg Logic ==&lt;br /&gt;
Borg logic is the experimental version of fluid logic.  It consists of creating a way for your dwarves to travel constantly in a predictable way through your fortress through constant hauling jobs or military designations.  Pressure plates are used in similar setups to those in the fluid logic method.  It is theorized that Borg logic would be quicker and easier to set up than fluid logic, although it would require a very large population dedicated to nothing but borging.  The consequences of dwarves quitting to eat, sleep, drink, etc are unknown.  There are no known examples of borg logic, and it is purely theoretical at this time.  &amp;lt;-- Could someone with more free time than me give this a shot?  Just some proof-of-concept gates and a picture should be enough. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Borg Logic may be a bit more difficult, or impossible, at the moment due to a bug in 33c (and possibly earlier versions): The 'citizens trigger' setting on pressure plates does not actually cause the pressure plate to trigger when citizens step on it. It does, however, trigger when *pets* step on it, if they satisfy the pressure plate's size settings. [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002038 (Bug thread)]. You may be able to accomplish it with animals following dwarves, though.&lt;br /&gt;
&lt;br /&gt;
== Animal Logic ==&lt;br /&gt;
Animals have a natural 'follow the leader' tendency and never starve. Pitting an animal into a maze with movable exits can force the animal to shuttle around and compute.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12773</id>
		<title>40d:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12773"/>
		<updated>2007-11-23T11:26:48Z</updated>

		<summary type="html">&lt;p&gt;Marasmusine: /* Construction */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''wall''' is a either a [[map tile]] or a [[construction]] that blocks access to creatures. The appearence of a constructed wall is similar to that of a [[smooth]]ed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the [[digging]] page, naturally occuring walls can be dug out using the {{Key|d}}esginations {{Key|d}}ig command, or {{Key|h}} channel command.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls must be built up tile by tile. To do this, ues the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command.  There is no way to build more than one at a time. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach that square (this does not allow for your dwarves to build it diagonally) however any structure which cannot draw support from an adjacent construction (including walls 1 z-level lower) or any unchanneled adjacent floors will collapse. This means it is important to be careful when building around bridges since a bridge will not support a structure and any mason/carpenter who builds a structre off a bridge is likely to sustain [[wounds]] often requiring a few months bed rest. Walls made of wood must be built by a carpenter, and stonewalls by a mason. &lt;br /&gt;
Building a wall will create a floor of the same type as the wall on the layer above it, provided there is no floor there.&lt;br /&gt;
&lt;br /&gt;
{{Furniture}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>
	</entry>
</feed>