<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matakuka</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matakuka"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Matakuka"/>
	<updated>2026-04-05T04:20:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=131552</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=131552"/>
		<updated>2010-11-14T13:58:35Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* ideas for history book */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==to do==&lt;br /&gt;
room value:&lt;br /&gt;
&lt;br /&gt;
* meager: 1&lt;br /&gt;
* modest: 100&lt;br /&gt;
* normal: 250&lt;br /&gt;
* decent: 500&lt;br /&gt;
* fine: 1000&lt;br /&gt;
* great: 2500&lt;br /&gt;
* grand: 5000&lt;br /&gt;
* royal: 10000&lt;br /&gt;
&lt;br /&gt;
room value = (furniture value + ?)&lt;br /&gt;
&lt;br /&gt;
bigger rooms: More value, even if empty&lt;br /&gt;
&lt;br /&gt;
room needs walls/door to count proper&lt;br /&gt;
&lt;br /&gt;
*80 furniture, 3x3 in grey stone: meager&lt;br /&gt;
*90 furniture, 3x3 in grey stone: modest&lt;br /&gt;
*560 furniture + 5x3 = decent; smoothed: decent&lt;br /&gt;
*180 furniture + 3x4 (yellow/grey) = normal (250)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ideas for history book==&lt;br /&gt;
&lt;br /&gt;
This is the history book of the Fortress of X, written in the year Y.&lt;br /&gt;
Section 1: Short history of the world and the civilizations&lt;br /&gt;
:Timeline: When did they start, when did they end? Civilizations, Sites, each race with its color&lt;br /&gt;
:Chart: population of the races&lt;br /&gt;
:Timeline: Major events in history &lt;br /&gt;
Section 2: History of our region:&lt;br /&gt;
:Timeline from first mentioning till today (beasts, sites)&lt;br /&gt;
Section 3: History of our fortresss&lt;br /&gt;
:Population chart: Deaths, immigrations, births&lt;br /&gt;
:Foreigners chart: Invaders, thieves, megabeasts&lt;br /&gt;
:History book: When foundation, artifacts, yearly summaries of numbers,....&lt;br /&gt;
Section 4: What our Engravers think&lt;br /&gt;
:Summary of events engraved/sewed/decorated, important ones told as history&lt;br /&gt;
&lt;br /&gt;
Access to data: xml dump for now; maybe accessing compressed saves?&lt;br /&gt;
&lt;br /&gt;
use: &lt;br /&gt;
*xmlstarlet&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=131551</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=131551"/>
		<updated>2010-11-14T13:53:48Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==to do==&lt;br /&gt;
room value:&lt;br /&gt;
&lt;br /&gt;
* meager: 1&lt;br /&gt;
* modest: 100&lt;br /&gt;
* normal: 250&lt;br /&gt;
* decent: 500&lt;br /&gt;
* fine: 1000&lt;br /&gt;
* great: 2500&lt;br /&gt;
* grand: 5000&lt;br /&gt;
* royal: 10000&lt;br /&gt;
&lt;br /&gt;
room value = (furniture value + ?)&lt;br /&gt;
&lt;br /&gt;
bigger rooms: More value, even if empty&lt;br /&gt;
&lt;br /&gt;
room needs walls/door to count proper&lt;br /&gt;
&lt;br /&gt;
*80 furniture, 3x3 in grey stone: meager&lt;br /&gt;
*90 furniture, 3x3 in grey stone: modest&lt;br /&gt;
*560 furniture + 5x3 = decent; smoothed: decent&lt;br /&gt;
*180 furniture + 3x4 (yellow/grey) = normal (250)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ideas for history book==&lt;br /&gt;
&lt;br /&gt;
This is the history book of the Fortress of X, written in the year Y.&lt;br /&gt;
Section 1: Short history of the world and the civilizations&lt;br /&gt;
 Timeline: When did they start, when did they end? Civilizations, Sites, each race with its color&lt;br /&gt;
 Chart: population of the races&lt;br /&gt;
 Timeline: Major events in history &lt;br /&gt;
Section 2: History of our region:&lt;br /&gt;
 Timeline from first mentioning till today (beasts, sites)&lt;br /&gt;
&lt;br /&gt;
Section 3: History of our fortresss&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Charts: Population by year and race&lt;br /&gt;
*Timeline: Sites, regions, people, civilizations&lt;br /&gt;
&lt;br /&gt;
Access to data: xml dump for now; maybe accessing compressed saves?&lt;br /&gt;
&lt;br /&gt;
use: &lt;br /&gt;
*xmlstarlet&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=130442</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=130442"/>
		<updated>2010-10-30T19:39:29Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* to do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==to do==&lt;br /&gt;
room value:&lt;br /&gt;
&lt;br /&gt;
* meager: 1&lt;br /&gt;
* modest: 100&lt;br /&gt;
* normal: 250&lt;br /&gt;
* decent: 500&lt;br /&gt;
* fine: 1000&lt;br /&gt;
* great: 2500&lt;br /&gt;
* grand: 5000&lt;br /&gt;
* royal: 10000&lt;br /&gt;
&lt;br /&gt;
room value = (furniture value + ?)&lt;br /&gt;
&lt;br /&gt;
bigger rooms: More value, even if empty&lt;br /&gt;
&lt;br /&gt;
room needs walls/door to count proper&lt;br /&gt;
&lt;br /&gt;
*80 furniture, 3x3 in grey stone: meager&lt;br /&gt;
*90 furniture, 3x3 in grey stone: modest&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*560 furniture + 5x3 = decent; smoothed: decent&lt;br /&gt;
*180 furniture + 3x4 (yellow/grey) = normal (250)&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=130440</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=130440"/>
		<updated>2010-10-30T18:23:25Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* to do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==to do==&lt;br /&gt;
room value:&lt;br /&gt;
&lt;br /&gt;
* meager: 1&lt;br /&gt;
* modest: 100&lt;br /&gt;
* normal: 250&lt;br /&gt;
* decent: 500&lt;br /&gt;
* fine: 1000&lt;br /&gt;
* great: 2500&lt;br /&gt;
* grand: 5000&lt;br /&gt;
* royal: 10000&lt;br /&gt;
&lt;br /&gt;
room value = (furniture value + ?)&lt;br /&gt;
&lt;br /&gt;
bigger rooms: More value, even if empty&lt;br /&gt;
&lt;br /&gt;
room needs walls/door to count proper&lt;br /&gt;
&lt;br /&gt;
A room with 90 worth of furniture, 3x3 in grey stone is a meager one (&amp;gt;100)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=129768</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=129768"/>
		<updated>2010-10-17T20:28:09Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==to do==&lt;br /&gt;
room value:&lt;br /&gt;
&lt;br /&gt;
* meager: 1&lt;br /&gt;
* modest: 100&lt;br /&gt;
* normal: 250&lt;br /&gt;
* decent: 500&lt;br /&gt;
* fine: 1000&lt;br /&gt;
* great: 2500&lt;br /&gt;
* grand: 5000&lt;br /&gt;
* royal: 10000&lt;br /&gt;
&lt;br /&gt;
room value = (furniture value + ?)&lt;br /&gt;
&lt;br /&gt;
bigger rooms: More value, even if empty&lt;br /&gt;
&lt;br /&gt;
room needs walls/door to count proper&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=129767</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=129767"/>
		<updated>2010-10-17T20:07:49Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==to do==&lt;br /&gt;
room value:&lt;br /&gt;
&lt;br /&gt;
* meager: 1&lt;br /&gt;
* modest: 100&lt;br /&gt;
* normal: 250&lt;br /&gt;
* decent: 500&lt;br /&gt;
* fine: 1000&lt;br /&gt;
* great: 2500&lt;br /&gt;
* grand: 5000&lt;br /&gt;
* royal: 10000&lt;br /&gt;
&lt;br /&gt;
room 3x3, non-smoothed rock, bed(10), door(19): Meager, =10?&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=127051</id>
		<title>v0.31:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=127051"/>
		<updated>2010-09-04T00:04:20Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* National self-defense training */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:28, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarfs in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarfs. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ({{L|siege operator}})====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your {{L|siege engineer}} will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when {{L|elephant}}s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*{{L|Siege operator}}s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ({{L|bookkeeper}})====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
*Is arguably an {{L|exploit}}; some players may want to avoid it on principle.&lt;br /&gt;
*Trains very slowly, can take many years to gain legendary&lt;br /&gt;
*Produce little to no useful attribute gains.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ({{L|manager}})====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
&lt;br /&gt;
====Gulag ({{L|miner}})====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since {{L|pick|picks}} can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of {{L|iron}}, or, if you are really living large, {{L|bronze}} or even {{L|steel}}.  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly-skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary {{L|marksdwarf}} more useful, since the pathetic bludgeon damage of his {{L|wood}} and {{L|bone}} {{L|Weapon#Dwarf-manufactured Weapons|crossbows}} are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight {{L|cave adaptation}} in your military candidates.&lt;br /&gt;
*Can easily be transformed into a {{L|Caverns#Vegetation|underground tree farm}} on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ({{L|stone detailing}})====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass {{L|stone detailing}} duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  {{L|food}}, {{L|Bed|beds}} or {{L|drink}}. Just turn on {{L|stone detailing}} for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many {{L|immigrants}}.&lt;br /&gt;
*Serious conflict with {{L|engraving}} assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to {{L|magma}} or a {{L|river}}.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the {{L|Dwarven economy}} kicks in. This is unlikely to be relevant until the economy starts working again (not working as of v0.31.12)&lt;br /&gt;
See economy article, it won't turn on yet&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ({{L|mason}})====&lt;br /&gt;
Make one or more {{L|mason's workshop}}s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a {{L|mechanic's workshop}}, {{L|craftsdwarf's workshop}}, or a {{L|Glass furnace|magma glass furnace}} to train {{L|mechanic}}, {{L|Stone crafter|stonecrafter}}, and {{L|glassmaker}} respectively.  ''Note:  Do NOT try this with the {{L|carpenter}} skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes {{L|coke}} or {{L|charcoal}} used in the normal (non-magma) {{L|glass furnace}}.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ({{L|grower}}, {{L|cook}}, {{L|miller}})====&lt;br /&gt;
Start off by creating a surplus of {{L|longland grass}}, {{L|cave wheat}}, and/or {{L|whip vine}} and some bags. Create multiple {{L|quern}} all close to the food stockpile which contains the millable plants. Next to this area make a {{L|kitchen}} assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ({{L|ambusher}}, {{L|hunter}}, {{L|marksdwarf}})====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ({{L|Social skill|Social skills}})====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarfs social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarfs with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which {{L|Tantrum#Tantrum Spiral|put you at risk}} of suddenly having lots of {{L|losing#General Unhappiness|Fun}}&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Note: with the new military system, proper self-defense training is somewhat more complicated to set up, but allows much more effective reservist training once it's running. Make sure you're familiar with the {{L|Scheduling}} system before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in a basic military skill - or at least, most of them. Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought. The easiest way to do this is to assign every new {L|migrant} to dedicated training {{L|squad|squads}}, and assign that squad a barracks. Then, schedule these squads to Train one or more months in the year, and set all other months to &amp;quot;No Scheduled Order&amp;quot;. Then go to the Squads menu and set the squad to &amp;quot;Active/Training&amp;quot;. One month in six or one month in 12 will ensure skills don't get too rusty, as well as ensuring all dwarfs reach a basic level in soldiering. It is worth setting the &amp;quot;Train&amp;quot; order in the schedule to less than 10 minimum; this allows dwarfs to take time out to eat, drink, sleep...&lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the {{L|Lever|control room}} - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarfs will now go to &amp;quot;Individual Combat Drill&amp;quot; rather than standing around timewasting.&lt;br /&gt;
&lt;br /&gt;
Note: if you're feeling cheap, training squads can be set to &amp;quot;No Uniform&amp;quot;. This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields, and leather armour - this will ensure minimal sparring injuries, as well as teaching shield user and armour user.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight once set up&lt;br /&gt;
*provides a ready supply of recruits for the military&lt;br /&gt;
*gives all physical attributes, kinestetic sense, willpower, and spacial sense&lt;br /&gt;
*idle dwarfs no longer get the chance to socialise and make friends, reducing the chance of tantrum spirals&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces negative thoughts at the outset (drafting)&lt;br /&gt;
*can take dwarfs out of civilian circulation unexpectedly, interrupting crucial projects&lt;br /&gt;
*headache to set up, especially with large forts&lt;br /&gt;
*requires production of training equipment, using up materials that could be used elsewhere&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't take away {{L|strange mood}} potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=127047</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=127047"/>
		<updated>2010-09-03T23:12:10Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* HFS */ removed link to itself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't, tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig through a cavern, and expect hordes of weak animalmen and other cave creatures to invade your fortress over time. Unlike wildlife, these creatures never migrate off. Arming up helps a lot, as there really is only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf. Be sure to make lots of barrels.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.'' Like in [http://xkcd.com/760/ a certain, other, well-known fort]... &lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and mores conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
It's not paranoia if they ARE out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=126552</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=126552"/>
		<updated>2010-08-29T10:48:22Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Added section on infection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:36, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the {{l|Chief Medical Dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite hurt animals &amp;quot;requesting&amp;quot; diagnosis in the {{l|Health screen|z-health screen}}. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis Job creation)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}) to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones require additional medical peripherals/devices to be properly treated.&lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under &amp;quot;other stones&amp;quot; should also be selected. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over the time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds&lt;br /&gt;
* Cleaning with water from a stagnant water source&lt;br /&gt;
* Cleaning without soap&lt;br /&gt;
* Medical operation from unskilled doctors {{verify}}&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital.&lt;br /&gt;
* For whatever reason, Dwarves will '''never, EVER''' be assigned crutches. No matter what. It doesn't matter what labors are or aren't assigned, where your crutches are or aren't kept, whether they're stored in [[containers]] {{k|b}}uilt in the hospital or in stock{{k|p}}iles placed within the hospital, whether the crutches are masterworks or just tack, or what other injuries the dwarves do or do not have. What this means, in practical gameplay terms, is that a dwarf with a broken leg will recover once the leg is set with gypsum plaster - but a dwarf with sensory nerve damage, or a missing limb, will '''remain a bed-ridden invalid for the rest of their miserable life'''. No known workaround, save for [[DF2010:Unfortunate accident|intensive manual therapy]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=126532</id>
		<title>v0.31:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=126532"/>
		<updated>2010-08-29T09:39:59Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: unreverted and removed fat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:04, 28 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
* {{L|Cheese}}&lt;br /&gt;
* {{L|Dwarven sugar}}&lt;br /&gt;
* {{L|Dwarven syrup}}&lt;br /&gt;
* {{L|Fish}}&lt;br /&gt;
* {{L|Flour}}&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Milk}}&lt;br /&gt;
* {{L|Plants}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Seeds}}&lt;br /&gt;
* {{L|Tallow}}&lt;br /&gt;
|production =&lt;br /&gt;
*{{L|Food|Prepared meals}}&lt;br /&gt;
*{{L|Tallow}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the {{L|Cook|cooking}} {{L|labor}} enabled. It is used to cook meals and render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}. Cooking meals will drastically increase the food's value and the meals will {{L|rot}} more slowly, but any {{L|seed}}s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 {{L|plump helmet|plump helmets}} worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he {{L|Preferences|likes}}, giving the eater a happy {{L|thought}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only {{L|Alcohol|booze}}, {{L|milk}}, and {{L|Dwarven syrup|syrup}}, your cooking jobs will get canceled.  However, a single {{L|plump helmet}} can be cooked with dwarven ten wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, a good way to create {{L|fun}} in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=126472</id>
		<title>v0.31:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=126472"/>
		<updated>2010-08-28T11:12:20Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:44, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
* {{L|Cheese}}&lt;br /&gt;
* {{L|Dwarven sugar}}&lt;br /&gt;
* {{L|Dwarven syrup}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Fish}}&lt;br /&gt;
* {{L|Flour}}&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Milk}}&lt;br /&gt;
* {{L|Plants}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Seeds}}&lt;br /&gt;
* {{L|Tallow}}&lt;br /&gt;
|production =&lt;br /&gt;
*{{L|Food|Prepared meals}}&lt;br /&gt;
*{{L|Tallow}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the {{L|Cook|cooking}} {{L|labor}} enabled. It is used to cook meals and render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}. Cooking meals will drastically increase the food's value and the meals will {{L|rot}} more slowly, but any {{L|seed}}s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 {{L|plump helmet|plump helmets}} worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals require more hauling, take longer in production and will make your cook gaining experience slower, but it results in larger stacks of food. Also, the more variied the food is, the higher the probability a dwarf will get something he likes, and that will make the dwarf happy.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only {{L|Alcohol|booze}}, {{L|milk}}, and {{L|Dwarven syrup|syrup}}, your cooking jobs will get canceled.  However, a single {{L|plump helmet}} can be cooked with dwarven ten wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, a good way to create {{L|fun}} in the early stages of the fortress. To surpress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''kitchen''. Every cookable and/or brewable item inyour fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126405</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126405"/>
		<updated>2010-08-26T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Types of items to stud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=126207</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=126207"/>
		<updated>2010-08-22T20:33:26Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:01, 4 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the {{L|liaison}} will approach you about becoming a barony.  You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, the arrival/promotion of the baron will not necessarily usher in the {{L|economy}}.&lt;br /&gt;
&lt;br /&gt;
'''Some have met the requirements and not received the option to promote a dwarf to a baron, this is a bug.{{bug|519}}&lt;br /&gt;
&lt;br /&gt;
This bug can be avoided by putting off the meeting with the liaison (e.g. by keeping the mayor busy or locking him up in a room) until the last member of the trade caravan has left. [http://www.bay12forums.com/smf/index.php?topic=62028.0 source]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
According to Toady [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]&lt;br /&gt;
&lt;br /&gt;
*Have a caravan leave when your pop is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=126195</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=126195"/>
		<updated>2010-08-22T14:36:08Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Farm plots in action */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built {{l|Above Ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  To move to plan for crops to be farmed in different seasons use {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  You can select a farm to be [[fertilize]]d but starting out you won't have the necessary items to do so, and it's largely unnecessary.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu {{k|z}} {{k|right}} {{k|Enter}}.  Good selections starting out below ground are plump helmet spawn, above ground wild strawberries are good.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow{{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}.  Seeds and spawn available at embark are for underground crops only.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.&amp;lt;sup&amp;gt;31.0x&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots do not need to be pre-muddied. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark.  They can be bought from caravans ({{L|elves|elven}} or {{L|humans|human}}); or above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill|milled}}, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}}.  Typically, it is done above ground, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now dark and protected) lower soil will still be suitable for farming {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on rock layers (muddied or otherwise) will show the message &amp;quot;No seeds available for this location,&amp;quot; and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} profession enabled will begin planting seeds on it. The higher a Dwarf's grower skill, the more plants will be grown on each square.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. Plants that remain in the field for too long will wither.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers in the fort and the rate at which the plant grows, not all squares of large plots may be used. This is because it takes longer to sow the field than it does for the first seeds to mature and be harvested.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Experience&amp;diff=126183</id>
		<title>v0.31:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Experience&amp;diff=126183"/>
		<updated>2010-08-22T14:07:22Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Experience''' represents how much a certain dwarf (or other intelligent creature) has learned about a certain subject or profession. It affects proficiency in skills. Precise points in experience are never displayed directly, except in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Every time a dwarf uses this skill, experience is gained. When a skill is unused for a while, the skill will become rusty and experience will eventually decrease again {{verify}}.&lt;br /&gt;
&lt;br /&gt;
A more skilled dwarf will do work better and faster than an unskilled one. The better work result in higher quality items. The speed of work is most notable in legendary miners, who will barely touch the walls to make them crumble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dabbling     ||align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice       ||align=&amp;quot;right&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adequate     ||align=&amp;quot;right&amp;quot;| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Competent    ||align=&amp;quot;right&amp;quot;| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Skilled      ||align=&amp;quot;right&amp;quot;| 2600&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Proficient * ||align=&amp;quot;right&amp;quot;| 3500&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Talented     ||align=&amp;quot;right&amp;quot;| 4500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Adept        ||align=&amp;quot;right&amp;quot;| 5600&lt;br /&gt;
|-&lt;br /&gt;
| 8  || Expert       ||align=&amp;quot;right&amp;quot;| 6800&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Professional ||align=&amp;quot;right&amp;quot;| 8100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Accomplished ||align=&amp;quot;right&amp;quot;| 9500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Great        ||align=&amp;quot;right&amp;quot;| 11000&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Master       ||align=&amp;quot;right&amp;quot;| 12600&lt;br /&gt;
|-&lt;br /&gt;
| 13 || High Master  ||align=&amp;quot;right&amp;quot;| 14300&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Grand Master  ||align=&amp;quot;right&amp;quot;| 16100&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Legendary     ||align=&amp;quot;right&amp;quot;| 18000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Legendary+1** ||align=&amp;quot;right&amp;quot;| 20000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Legendary+2** ||align=&amp;quot;right&amp;quot;| 22100&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Legendary+3** ||align=&amp;quot;right&amp;quot;| 24300&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Legendary+4** ||align=&amp;quot;right&amp;quot;| 26600&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Legendary+5*** ||align=&amp;quot;right&amp;quot;| 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''Notes:''&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt;  *&amp;lt;/nowiki&amp;gt; This is the highest skill level possible for one of your starting dwarfs.&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt; **&amp;lt;/nowiki&amp;gt; These levels are only ''assumed'' to exist - they existed in 23a and 40d but were never visible in game (they were confirmed via an examination of the game code, and they had visible effects on {{L|quality}} of goods produced), but it's unclear if they still do in 31.01.{{verify}}&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt; ***&amp;lt;/nowiki&amp;gt; It seems to be possible to have skill over Legendary+5(at least in adventure mode). This is clearly seen by looking at experience required for next level and how much you level up. Simpliest way to see this is to remove weapon, choose to not dodge/move around and simply wait while something harmless tries to kill you. Tested in version 31.10, probably unchanged since then.{{verify}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ballista_arrowhead&amp;diff=94201</id>
		<title>40d:Ballista arrowhead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ballista_arrowhead&amp;diff=94201"/>
		<updated>2010-04-17T10:45:10Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
A '''ballista arrowhead''' is an item made at the {{L|forge}} using the {{L|weaponsmith}} skill.  They can be made from three {{L|bar}}s of any {{L|metal}} that can be used for {{L|weapon}}s.&lt;br /&gt;
&lt;br /&gt;
Ballista arrowheads are not used by themselves, but are instead combined with a {{L|log}} at a {{L|siege workshop}} to make extra-powerful {{L|ballista arrow}}s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammo]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Furnace_operator&amp;diff=94192</id>
		<title>v0.31:Furnace operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Furnace_operator&amp;diff=94192"/>
		<updated>2010-04-17T10:21:05Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #888&lt;br /&gt;
| skill      = Furnace Operator&lt;br /&gt;
| profession = {{L|Metalsmith}}&lt;br /&gt;
| job name   = Furnace Operating&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|Pearlash}}&lt;br /&gt;
* Make {{L|Plaster powder}}&lt;br /&gt;
* {{L|Melt}} {{L|metal}} object&lt;br /&gt;
* Smelt {{L|Ore}} and {{L|metal#Alloys|alloys}}&lt;br /&gt;
| workshop   =&lt;br /&gt;
* {{L|Smelter}}&lt;br /&gt;
* {{L|Magma smelter}}&lt;br /&gt;
* {{L|Kiln}}&lt;br /&gt;
* {{L|Magma kiln}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''furnace operator''' skill is used for the furnace tasks, such as melting metal ores into bars, {{L|Melt|melting}} metal items and creating metal {{L|metal#Alloys|alloys}}. It is also used at the {{L|Kiln}} for creating {{L|pearlash}} and {{L|plaster powder}}.&lt;br /&gt;
&lt;br /&gt;
Note a separate labour, under farming, is used for {{L|wood burner|wood burning}} to make fuel.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=94190</id>
		<title>v0.31 Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=94190"/>
		<updated>2010-04-17T10:11:05Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I am confused now which of bar/bars to use. Before (40d) bars referred to the floor/vertical bars), and bar referred to a metal/ash/coal/soap bar. Now, both seem to change to the second meaning.  Please de-confuse me! [[User:Matakuka|Matakuka]] 09:43, 17 April 2010 (UTC) (running around babbling)&amp;lt;/s&amp;gt;&lt;br /&gt;
:De-confused now. I think. Maybe not. Or else. Anyway. [[User:Matakuka|Matakuka]] 10:11, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=94189</id>
		<title>v0.31:Bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=94189"/>
		<updated>2010-04-17T10:08:19Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Redirected page to DF2010:Bars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Bars]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94187</id>
		<title>User talk:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94187"/>
		<updated>2010-04-17T10:07:03Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* bars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[bars]]==&lt;br /&gt;
Hi. Article names are never &amp;quot;plural&amp;quot; unless the subject discussed is &amp;quot;always&amp;quot; pluralized.  &amp;lt;s&amp;gt;So [[bar]] is proper title of the article that discusses the unit of metal/fuel.&amp;lt;/s&amp;gt;  Just for future reference. Readya later.--[[User:Albedo|Albedo]] 23:16, 16 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Edit - actually, never mind - this is one of those rare cases. My bad, carry on.--[[User:Albedo|Albedo]] 23:24, 16 April 2010 (UTC)&lt;br /&gt;
:You managed to confuse me as much as Eyjafjallajökull. [[User:Matakuka|Matakuka]] 09:50, 17 April 2010 (UTC)&lt;br /&gt;
::I think the current set up with the link to &amp;quot;vertical bars&amp;quot; is the best way. People will find whichever they're looking for easily regardless of which it is! [[User:Akkie|Akkie]] 9:58 UTC 17 April 2010&lt;br /&gt;
:::Sounds nice to me. Not caring about the &amp;quot;proper&amp;quot; singular or plural form, but in a way ''people'' understand it. [[User:Matakuka|Matakuka]] 10:07, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94184</id>
		<title>User talk:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94184"/>
		<updated>2010-04-17T09:50:45Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[bars]]==&lt;br /&gt;
Hi. Article names are never &amp;quot;plural&amp;quot; unless the subject discussed is &amp;quot;always&amp;quot; pluralized.  &amp;lt;s&amp;gt;So [[bar]] is proper title of the article that discusses the unit of metal/fuel.&amp;lt;/s&amp;gt;  Just for future reference. Readya later.--[[User:Albedo|Albedo]] 23:16, 16 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Edit - actually, never mind - this is one of those rare cases. My bad, carry on.--[[User:Albedo|Albedo]] 23:24, 16 April 2010 (UTC)&lt;br /&gt;
:You managed to confuse me as much as Eyjafjallajökull. [[User:Matakuka|Matakuka]] 09:50, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=94183</id>
		<title>v0.31 Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=94183"/>
		<updated>2010-04-17T09:43:36Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Created page with 'I am confused now which of bar/bars to use. Before (40d) bars referred to the floor/vertical bars), and bar referred to a metal/ash/coal/soap bar. Now, both seem to change to the…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am confused now which of bar/bars to use. Before (40d) bars referred to the floor/vertical bars), and bar referred to a metal/ash/coal/soap bar. Now, both seem to change to the second meaning.  Please de-confuse me! [[User:Matakuka|Matakuka]] 09:43, 17 April 2010 (UTC) (running around babbling)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94182</id>
		<title>User talk:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94182"/>
		<updated>2010-04-17T09:39:16Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: removed all that welcoming bits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==[[bars]]==&lt;br /&gt;
Hi. Article names are never &amp;quot;plural&amp;quot; unless the subject discussed is &amp;quot;always&amp;quot; pluralized.  &amp;lt;s&amp;gt;So [[bar]] is proper title of the article that discusses the unit of metal/fuel.&amp;lt;/s&amp;gt;  Just for future reference. Readya later.--[[User:Albedo|Albedo]] 23:16, 16 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Edit - actually, never mind - this is one of those rare cases. My bad, carry on.--[[User:Albedo|Albedo]] 23:24, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=93453</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=93453"/>
		<updated>2010-04-15T22:25:48Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
* {{L|Broker}} noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Metal bar}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to those merchants, and to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) is a requisite for trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|Metalsmithing}}).  There must be at least 10 spaces between the Depot and the edge of the map.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Once built, hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the {{L|stock}}s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export {{L|mandate}}.  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your {{L|mayor}} has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.{{Verify}}&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, {{L|job}}s will be queued to move the items to the depot.  All dwarves, regardless of {{L|labor}} settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the {{L|Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems}} in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the {{L|Broker}} {{L|noble}} will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low {{L|Broker skills}} will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better {{L|appraiser}} than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
Do not build two or more Trade Depots, as then neither will work properly.&amp;lt;/s&amp;gt;{{Verify}}&amp;lt;sup&amp;gt;Assuming false. Depot accessibility screen now features information about multiple depots (all depots accessible vs depot accessible)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are in trade wagons or on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a {{L|Cheating|little hint}}: when the merchants have finished unloading, remove the depot!&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of goods marked on your side 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers.&amp;lt;/s&amp;gt;&amp;lt;!-- Inexperienced broker, first trade, 10% profit margin was all that was needed wih elves. --&amp;gt; With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.{{Verify}}&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of Intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans with wagons cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Wagons ==&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' Wagons appear to have been removed since DF 31.01. Toady has not yet signaled if this is a bug or not.''&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* typically carries {{L|food}}, {{L|alcohol|booze}}, {{L|leather}} and more.  Dwarves alone may carry {{L|steel}} and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition leader}} (or {{L|Mayor}}) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|spring}}.&lt;br /&gt;
* typically carries {{L|cloth}}, {{L|Restraint|rope}}, various above ground {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en {{L|craft}}s &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame {{L|creature}}s.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|ash}}) {{verify}}&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone and shell are acceptable. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices if the fortress is big enough.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.{{verify}}  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_crafter&amp;diff=93452</id>
		<title>v0.31:Stone crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_crafter&amp;diff=93452"/>
		<updated>2010-04-15T22:22:40Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #0ff&lt;br /&gt;
| skill      = Stone crafter&lt;br /&gt;
| speciality = Stone crafter&lt;br /&gt;
| profession = {{L|Craftsdwarf}}&lt;br /&gt;
| job name   = Stone crafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* make rock {{L|short sword}}&lt;br /&gt;
* make rock {{L|craft}}s&lt;br /&gt;
* make rock {{L|toy}}&lt;br /&gt;
* make rock {{L|instrument}}&lt;br /&gt;
* make rock {{L|mug}}&lt;br /&gt;
| workshop   = &lt;br /&gt;
* {{L|Craftsdwarf's workshop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Stone crafters''' make {{L|stone}} craft goods, such as mugs, crafts, {{L|instrument}}s, and {{L|toy}}s as well as {{L|short sword}}s at a {{L|craftsdwarf's workshop}}.  On maps with an {{L|obsidian}} layer, embarking with a Proficient stonecrafter can produce more valuable {{L|obsidian}} trade goods for your early exchanges with the {{L|caravan}}s and also provide short swords for your military and any weapon traps you choose to build.&lt;br /&gt;
&lt;br /&gt;
Rock Short Swords in 2010 work differently from prior versions.  Many stones can be used to make 'Rock Short Swords', but the end result seems to only be a wooden short sword of higher quality than what would be expected for the craftsdwarf's skill.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=93380</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=93380"/>
		<updated>2010-04-15T20:37:00Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Ballista battery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are formidable weapons of tremendous range ''(more than a screen-width, perhaps 100 tiles for a catapult and around 150 for a ballista)'' and capable of dealing out horrendous damage.  A {{L|ballista arrow}} will possibly kill or cripple each and every common creature in its path indiscriminate of friend or foe, and can severely injure even a {{L|dragon}}, and any enemy unlucky enough to be hit by a falling catapult stone is likewise in for a world of hurt (dwarves and tame {{L|creatures}} are magically immune to catapult ammo ''only'').&lt;br /&gt;
&lt;br /&gt;
Once constructed, they can be instantly turned 90 degrees in any direction, but cannot be moved - they can, however, be deconstructed back into their 3 parts, to be used elsewhere individually or together.  Both the manufacture of the parts and the construction of the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; {{L|labor}} designated and use the &amp;quot;{{L|Siege_engineer|Siege Engineer}}&amp;quot; {{L|skill}}, as does the manufacture of ammo for the ballista (and the de-construction of any engines, if desired).  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single {{L|siege operator}}.  Ballistae require specially made {{L|ammo}}, {{L|ballista arrow}}s, made from wooden {{L|log}}s at the siege workshop (and optionally tipped with {{L|metal}} {{L|ballista arrowhead}}s that have been made at a {{L|forge}} by a {{L|weaponsmith}}). Catapults use simple {{L|stone}} as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the {{L|Siege Workshop}}; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at a {{L|siege workshop}}.  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the [[dwarf]] assembling the siege engine has any effect, but the [[quality]] of the parts certainly has: siege engines put together from {{L|quality|masterpiece}} parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  {{L|Dwarves}} with the {{L|Siege operator}} {{L|job}} will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the {{L|siege operating}} labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a {{L|path}} to it, perhaps by locking {{L|door}}s.)&lt;br /&gt;
&lt;br /&gt;
{{L|Ammo}} is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See {{L|#Catapults as stone movers|below}}.)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The {{L|channel}} at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a {{L|drawbridge}} rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your {{L|fortress}} the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by {{L|fortification}}s.&lt;br /&gt;
* {{L|Siege operator}}s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a {{L|traffic|restricted traffic area}} for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{version|0.28.181.40d}} If the bolt passes through a {{L|tree}}, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, {{L|elephant}}s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or {{L|caravan}} escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen {{L|ambush}}es, or if you wish to move {{L|stone}} across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to {{L|Fortress_defense#Siege_weapons|prepare the position}} so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a {{L|moat}} or a wall of {{L|fortification}}s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through {{L|fortification}}s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming {{L|bolt}}s and {{L|arrow}}s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the {{L|engineer}} skill. Dwarves will occasionally produce masterpieces long before reaching {{L|Legendary}} skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to {{L|Experience|Proficient}} level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  {{L|Cross-training|Rotating}} Legendary {{L|miner}}s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Ballistae hit any unit that the ballista arrowhead passes through.  This makes them an order of magnitude more effective in combat than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything smaller than a troop of {{L|goblin}}s.  Also, ballista arrows fired through too many successive targets will be destroyed or lost.  The limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place {{L|fortification}}s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&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 (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via {{L|stair}}s or {{L|ramp}}s on another {{L|z-level}}. Expand the room as desired for more storage.  Also note that ballista arrows are stored in {{L|Stockpile#Furniture_Storage|furniture stockpiles}}, not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a {{L|floodgate}} or retracting {{L|bridge}} in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrive at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits {{L|stair}}s is destroyed, even if it can fall a z-level.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*{{L|Defense design}}&lt;br /&gt;
:*{{L|cross-training#Army corps of engineers|Army corps of engineers}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=91474</id>
		<title>v0.31:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=91474"/>
		<updated>2010-04-12T20:07:04Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
Bones are obtained when butchering animals or taking apart skeletons. &lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the {{L|rotting}} procedure. After a corpse begins to rot, no food can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the {{L|butcher's shop}} and &amp;quot;butchered&amp;quot; to be torn apart into skulls and bones afterwards. &lt;br /&gt;
&lt;br /&gt;
Bones can be made into crossbows at a bowyer's workshop, and crafts, bolts, greaves, gauntlets, or helms at a craftdwarf's workshop. Note that armor made out of bone can be used by dwarves assigned a uniform of metal armor.&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, bones are now counted as &amp;quot;body parts&amp;quot; for the purposes of stockpiles and the stocks menu.&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap_maker%27s_workshop&amp;diff=91407</id>
		<title>v0.31:Soap maker's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap_maker%27s_workshop&amp;diff=91407"/>
		<updated>2010-04-12T18:49:18Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Workshop|name=Soap maker's workshop|key=S|job={{L|Soaper|Soap maker}}&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 emty {{L|Bucket}}&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Soaper|Soap maker}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Lye}}&lt;br /&gt;
* Animal {{L|tallow}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Soap}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently, the soap maker's workshop seems to be broken. You can build it, but you can't assign any tasks to it. Soap can be made only by issuing a work order through the manager:&lt;br /&gt;
:{{k|j}}obs --&amp;gt; {{k|m}}anager --&amp;gt; new order( {{k|q}} ) --&amp;gt;''make soap''.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=91340</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=91340"/>
		<updated>2010-04-12T17:28:17Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(192,192,192)&lt;br /&gt;
| skill      = Mining&lt;br /&gt;
| profession = Mining&lt;br /&gt;
| job name   = Mining&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Mine &lt;br /&gt;
* Channel &lt;br /&gt;
* Remove Up Stairs/Ramps&lt;br /&gt;
* Upward/Downward/ &amp;quot;Up/Down&amp;quot; Stairway&lt;br /&gt;
* Upward Ramp&lt;br /&gt;
| workshop = No workshop, performed through designations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=90390</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=90390"/>
		<updated>2010-04-12T13:04:16Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Pets */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was under the impression that soap is bugged very badly right now.  Specifically, with the introduction of the new &amp;quot;glob&amp;quot; unit, soap is now produced in globs, but every potential use for soap is programmed to use bars.  This can be easily fixed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open reaction_other.txt in your save raws and/or default raws folder and change&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]to&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]&lt;br /&gt;
&lt;br /&gt;
: With the bugfix version, soap is now in bars. --[[User:Zombiejustice|Zombiejustice]] 16:44, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks, Fox the Undead, http://www.bay12games.com/forum/index.php?topic=52996.0&lt;br /&gt;
&lt;br /&gt;
If someone wants to post this on the main page, go ahead.  I'm still new here and I don't want to mess anything up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Theothersteve7|Theothersteve7]] 15:23, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;br /&gt;
&lt;br /&gt;
==Soap Quality Question==&lt;br /&gt;
&lt;br /&gt;
Does soap have quality modifiers (like food and statues) or not (like coke and cut gems)? That is to say, do I need to pay attention to the skill levels of my soapmakers?&lt;br /&gt;
&lt;br /&gt;
== Buckets? ==&lt;br /&gt;
My dwarves put lye in buckets, but the soaper cancels, asking for lye bearing '''barrel'''.&lt;br /&gt;
&lt;br /&gt;
Will they fill the lye in barrels when i have 5? or 10? --[[Special:Contributions/92.202.121.225|92.202.121.225]] 00:02, 10 April 2010 (UTC)&lt;br /&gt;
:They'll do it once there's an empty (or lye-containing) barrel sitting in a Food stockpile which accepts lye, though it may take a while before a dwarf takes the initiative to actually '''do''' it. A single barrel should be able to hold up to 100 units of lye, assuming it hasn't changed since 40d. --[[User:Quietust|Quietust]] 00:06, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
I have several pets (cats and racoons seen so far) carrying around bars of soap in their mouths. I am not sure if it is their &amp;quot;cleaning&amp;quot; task or if it is something else. [[User:Matakuka|Matakuka]] 13:04, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soaper&amp;diff=90385</id>
		<title>v0.31:Soaper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soaper&amp;diff=90385"/>
		<updated>2010-04-12T13:01:57Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Soaper&lt;br /&gt;
| speciality = Soaper&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Soap Maker&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|soap}}&lt;br /&gt;
| workshop ={{L|Soap maker's workshop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''soaper''' is a {{L|Dwarf}} who creates {{L|soap}} from {{L|tallow}} and {{L|lye}} at the {{L|Soap maker's workshop}}. Soap has no quality modifyers, so any dwarf can be assigned the task and yield the same result; the only difference is faster production.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=89715</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=89715"/>
		<updated>2010-04-11T12:35:21Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Nice findings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==Nice findings==&lt;br /&gt;
He was born today, which makes him very young indeed [...] His very long moustache is arranged indouble braids. His very long beard is neatly combed. His very long hair is tied in apony tail.&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=89714</id>
		<title>User:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Matakuka&amp;diff=89714"/>
		<updated>2010-04-11T12:35:08Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Special:ShortPages]]: to do&lt;br /&gt;
* [[Special:SpecialPages]]: Nice place to hang out&lt;br /&gt;
* [[Special:WantedPages]]: good to find red link errors and yet nonexistant ones&lt;br /&gt;
&lt;br /&gt;
==Nice findings==&lt;br /&gt;
 He was born today, which makes him very young indeed [...] His very long moustache is arranged indouble braids. His very long beard is neatly combed. His very long hair is tied in apony tail.&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=89373</id>
		<title>v0.31:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap&amp;diff=89373"/>
		<updated>2010-04-11T01:47:49Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Soap is used by dwarves for both personal cleaning and health care.&lt;br /&gt;
&lt;br /&gt;
Soap is made by combining {{L|lye}} and {{L|tallow}} in a {{L|Soap maker's workshop}}. This command must be entered through the Manager screen; the workshop interface is empty.&lt;br /&gt;
&lt;br /&gt;
One unit of tallow plus one unit of lye creates a single bar of soap. Only lye in barrels will be used, lye in buckets that has not yet been transferred into a barrel will not be used.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not require soap to clean contaminants such as mud and blood from themselves, and instead will use pools of water or brooks. It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after {{L|surgery}}, however, {{L|hospital}}s should be kept stocked with a small amount of soap.&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Waterskin&amp;diff=89140</id>
		<title>v0.31:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Waterskin&amp;diff=89140"/>
		<updated>2010-04-10T20:20:04Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Leather waterskins are flasks now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Vial]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=87223</id>
		<title>v0.31 Talk:Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=87223"/>
		<updated>2010-04-08T21:03:21Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I ''think'' it is supposed to be a bedroom for those poor fellows not owning a proper room and barracks are not used for this anymore. But I had trouble finding out if my assumption is correct, due to the current &amp;quot;any bed is a good bed, don't care about property&amp;quot; bug [[User:Matakuka|Matakuka]] 22:37, 7 April 2010 (UTC)&lt;br /&gt;
:My dorfs slept in one when they didn't have their own bed, which I took as verification. What is this bug you speak of? That could make it impossible to verify. --[[User:Eagle0600|Eagle0600]] 01:40, 8 April 2010 (UTC)&lt;br /&gt;
::I had no dormitory, but rooms for nearly everyone. But instead of everyone going into his own room, chaos broke out. Maybe a dormitory would change it, I'll be testing it soon.[[User:Matakuka|Matakuka]] 21:03, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AV template==&lt;br /&gt;
Since dormitories are new, I'm removing the av template. [[Special:Contributions/207.114.92.10|207.114.92.10]] 23:03, 7 April 2010 (UTC)&lt;br /&gt;
:&amp;quot;This template is to be used on all pages that are game version specific.&amp;quot; If you're not sure, read the template documentation. If anything, you should use it precisely ''because'' it is new. The general rule for pages that should have the av template is: &amp;quot;Does it relate to the game? If yes, apply av.&amp;quot; --[[User:Eagle0600|Eagle0600]] 01:39, 8 April 2010 (UTC)&lt;br /&gt;
::Hmm. My bad. [[Special:Contributions/207.114.92.10|207.114.92.10]] 02:45, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D Key ==&lt;br /&gt;
&lt;br /&gt;
It's lower-case {{k|d}}, right? --[[User:Eagle0600|Eagle0600]] 01:42, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Domestic_animal&amp;diff=86437</id>
		<title>40d:Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Domestic_animal&amp;diff=86437"/>
		<updated>2010-04-07T22:43:32Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''(If you're looking for domestic skills, see [[Skill]]s)''&lt;br /&gt;
&lt;br /&gt;
Domestic [[animal]]s are creatures that can be used by dwarfs one way or another without taming or training, usually for security or food.  Technically, they have the [domestic] tag in the [[Raws]].  They can be bought at [[embark]], or [[trade]]d for with [[caravan]]s.  Wild versions of domesticated animals (horses, muskoxen, etc) can be [[tame]]d, as can almost any wild animal.&lt;br /&gt;
&lt;br /&gt;
Every fortress expedition starts with two free domestic '''draft animals''' which pulled their wagon to the fortress site.  This can be any of the animals in the list below with the [WAGON_PULLER] tag (so any except dogs and cats) which were available at [[embark]].  Fortresses have no use for a wagon after, except to break it up for wood, so these two animals can be slaughtered or kept for breeding and making your dwarves [[preferences|happy]].     &lt;br /&gt;
&lt;br /&gt;
While any animals of the same species ''bought'' at [[embark]] always alternate male/female/male/female (in that order), the two free wagon animals do not. It's certainly possible to get a breeding pair, but the odds are heavily against it.&lt;br /&gt;
&lt;br /&gt;
Domestic animals include:&lt;br /&gt;
&lt;br /&gt;
:* [[cat]]s&lt;br /&gt;
:* [[dog]]s&lt;br /&gt;
:* [[horse]]s&lt;br /&gt;
:* [[cow]]s&lt;br /&gt;
:* [[muskox]]en&lt;br /&gt;
:* [[donkey]]s&lt;br /&gt;
:* [[mule]]s&lt;br /&gt;
:* [[camel]]s, one- or two-humped&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=86433</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=86433"/>
		<updated>2010-04-07T22:42:08Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: /* Designing in anticipation of noise */ link fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves.  Depending on a job's noise level and proximity, your dwarves could sleep &amp;quot;uneasily due to noise&amp;quot;, &amp;quot;very uneasily due to noise&amp;quot;, or be woken up by noise.  These events will produce unhappy [[40d:Thought|thoughts]] in varying degrees.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed.  &lt;br /&gt;
&lt;br /&gt;
Noise is produced when a noisy job is completed.  Thoughts about noise do not appear until the sleeping dwarf has woken up.&lt;br /&gt;
&lt;br /&gt;
Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[40d:bedroom design|bedroom design]].&lt;br /&gt;
&lt;br /&gt;
'''Contrary to common belief based on earlier versions, Toady has [http://www.bay12games.com/forum/index.php?topic=30026.msg910374#msg910374 stated] that workshops do ''not'' currently{{v|0.28.181.40d}}  produce any noise.'''  In fact, he states that &amp;quot;only digging, chopping, making fortifications, engraving walls and removing constructions&amp;quot; will make noise.  Some of the information below refers to other kinds of noise - for the present version, those should be disregarded.&lt;br /&gt;
&amp;lt;!--  EDITORS - LETS KEEP THE REFERENCES, OR JUST HIDE THEM FOR NOW. IN THAT CITATION TOADY STATES THE REMOVAL WAS ACCIDENTAL (or at least unknown to him) - CHANCE IT WILL BE REPLACED NEXT VERSION, AND WE WON'T HAVE TO RECREATE THE WHEEL HERE.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Noisiness of various jobs==&lt;br /&gt;
&lt;br /&gt;
It's important to remember that noise is created in all 3 dimensions, including across [[40d:z-level|z-level]]s - ''see below for [[40d:noise#visualization|visualization]]''.&lt;br /&gt;
&lt;br /&gt;
'''Short distances:'''&lt;br /&gt;
* Eating is believed to cause noise within 1 or 2 tiles; probably 1.  It is unknown whether the noise radiates from the eating dwarf or his food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 3-4 tiles:'''&lt;br /&gt;
* Jobs performed at [[40d:workshops|workshops]] have recently been confirmed by Toady to ''not'' cause any noise at all.&lt;br /&gt;
&lt;br /&gt;
* [[40d:Engraving|Engraving]] jobs produce sound 4 tiles away.&lt;br /&gt;
&lt;br /&gt;
* ''It has been claimed that most other jobs cause noise within 2-4 tiles.  More research is necessary to determine the specifics.''&lt;br /&gt;
&lt;br /&gt;
* An operating [[40d:water wheel|water wheel]] causes noise within ''at least'' 3 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 8 tiles:'''&lt;br /&gt;
* [[40d:Mining|Mining]] and [[40d:wood cutting|wood cutting]] &lt;br /&gt;
&lt;br /&gt;
* Removing a [[40d:construction|construction]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 16 tiles:'''&lt;br /&gt;
* Placing and removing [[40d:building|building]]s causes noise within 16 tiles.  For example, placing a chair will cause a 33x33x33 cube (or 35937 tiles) of noise centered on the chair. Hopefully this will change in future versions.&lt;br /&gt;
&lt;br /&gt;
* [[40d:Combat|Combat]] has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well.  Strangely, [[40d:sparring|sparring]] does not cause any noise at all -- which is just as well, considering dwarves will only spar in a [[40d:barracks|barracks]], which is essentially a communal bedroom.&lt;br /&gt;
&lt;br /&gt;
* Firing [[40d:siege engine|siege engine]]s also produces noise within 16 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-noise actions:&lt;br /&gt;
* Hauling, and taking from/placing in stockpiles&lt;br /&gt;
* Sparring&lt;br /&gt;
* Traffic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Visualization====&lt;br /&gt;
&lt;br /&gt;
Noise radiates across [z-level]]s in the shape of a cube, in all 6 directions (north/south, east/west, ''and'' up/down), so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors.  The noise radiates from the center of the noise-producing apparatus.&lt;br /&gt;
&lt;br /&gt;
   Level 0      Level &amp;amp;plusmn; 1     Level &amp;amp;plusmn; 2     Level &amp;amp;plusmn; 3     Level &amp;amp;plusmn; 4     Level &amp;amp;plusmn; 5&lt;br /&gt;
 &lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .****'''N'''****.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 &lt;br /&gt;
 '''N''' = Origin of noise&lt;br /&gt;
 * = Noise&lt;br /&gt;
 . = No noise&lt;br /&gt;
&lt;br /&gt;
== Noise in practice ==&lt;br /&gt;
&lt;br /&gt;
* Try not to place [[40d:buildings|buildings]] like doors while your dwarves are asleep.  Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf.&lt;br /&gt;
&lt;br /&gt;
* Don't dig near the bedrooms when there are dwarves sleeping in them.&lt;br /&gt;
&lt;br /&gt;
== Designing in anticipation of noise ==&lt;br /&gt;
&lt;br /&gt;
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from [[40d:wood cutting|woodcutting]].&lt;br /&gt;
&lt;br /&gt;
* If you anticipate there to be fighting in your [[40d:Trade Depot|Trade Depot]], you should keep bedrooms away from there.  (It is believed that fighting creates noise within 16 tiles, since it has the power to wake units up.)&lt;br /&gt;
&lt;br /&gt;
* Remember that [[40d:jail|jail]]s, [[40d:Health_care_(skill)|hospital]]s, and sleeping [[40d:barracks|barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms.&lt;br /&gt;
&lt;br /&gt;
Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the &amp;quot;quiet zone&amp;quot;, include anything that does ''not'' make noise...&lt;br /&gt;
&lt;br /&gt;
:* More bedrooms, jails, hospitals or barracks ([[40d:Bedroom_design#High_density.2C_multi-level|high-density]] housing) &lt;br /&gt;
:* [[40d:Stockpile|Stockpile]]s&lt;br /&gt;
:* Hallway, stairs, ramps, etc.&lt;br /&gt;
:* [[40d:Aqueduct|Aqueduct]] (or the magma equivalent) or reservoirs&lt;br /&gt;
:* [[40d:Trade depot|Trade depot]]&lt;br /&gt;
:* [[40d:Farm plot|Farm plot]]s&lt;br /&gt;
:* [[40d:Meeting zone|Meeting zone]]s&lt;br /&gt;
:* [[40d:Archery range|Archery range]]s&lt;br /&gt;
:* [[40d:Breeding|Breeding pens]] &amp;amp; other creature-holding areas&lt;br /&gt;
:* [[40d:Control room|Control room]]s&lt;br /&gt;
:* [[40d:Power#Power_transfer|Power conduit]]&lt;br /&gt;
:* [[40d:Dining hall|Dining hall]] (not within 1-2 tiles/levels, see above)&lt;br /&gt;
:* [[40d:Workshop|Workshop]]s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working, or sleeping, never both at once.&lt;br /&gt;
:* [[40d:Glass furnace|Glass furnace]]s built solely to aid in the collection of [[40d:sand|sand]] for [[40d:glass industry|glass production]] elsewhere.&lt;br /&gt;
:* [[40d:Loom|Loom]]s built solely to allow collection of [[40d:web|web]]s ''(an obscure choice, but legit)''.&lt;br /&gt;
:* Workshops (such as a non-magma [[40d:forge|forge]], etc) built solely for emergency [[40d:mood|mood]] use will only create noise if they are ever claimed, and then only for that short period.&lt;br /&gt;
&lt;br /&gt;
{{Moods FAQ}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=86431</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=86431"/>
		<updated>2010-04-07T22:40:25Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: link fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[40d:Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[40d:Pipe|Pipe]]&lt;br /&gt;
* [[40d:Block|Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[40d:Architecture|Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[40d:Carpentry|Carpentry]]&lt;br /&gt;
** [[40d:Masonry|Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[40d:building|building]] that can lift liquids ([[40d:water|water]] or [[40d:magma|magma]]) from one level below onto the same [[40d:Z-level|Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[40d:dwarf|dwarf]] with the [[40d:pump operator|pump operator]] job or by using [[40d:gear assembly|gear assemblies]] connected to [[40d:water wheel|water wheel]]s and/or [[40d:windmill|windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[40d:pressure|pressure]] equal to the exit [[40d:z-level|z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[40d:z-level|z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[40d:machinery|machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[40d:enormous corkscrew|enormous corkscrew]], a [[40d:block|block]], and a [[40d:pipe|pipe]] section. The construction itself is completed in two stages. First a dwarf with the [[40d:architect|architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be [[40d:carpentry|carpentry]], [[40d:metalsmithing|metalsmithing]], or [[40d:masonry|masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[40d:pressure|pressure]]; see [[40d:Screw_pump#Pumping_up_multiple_levels|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[40d:pump operator|pump operator]] stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Altho' the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[40d:magma|magma]] as well, with the [[40d:magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement only by using {{k|q}}uery over or near that pump.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[40d:z-axis|z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a grate, floor bars, or a [[40d:construction|constructed]] fortification on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[40d:water wheel|water wheel]] or a [[40d:windmill|windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[40d:gear assembly|gear assembly]] linked to a [[40d:lever|lever]] to disconnect the [[40d:power|power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no [[40d:axle|axle]] or [[40d:mechanism|mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[40d:lever|lever]] or [[40d:pressure plate|pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[40d:Pressure|Pressure]])&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[40d:magma-safe|magma-safe]] materials, unless the open tile is going to be submerged in magma. &lt;br /&gt;
** Exception: Wooden parts [[40d:wear|wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|(See numbered comments, left)]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions, also known as a '''pump stack'''. The first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South again, ad infinitum. Make sure to fully surround the area the water will fill with walls, including diagonals, or water will leak out very fast.&lt;br /&gt;
&lt;br /&gt;
Adjacent pumps automatically transmit mechanical power. If the pumps are &amp;quot;open&amp;quot; (that is, built on channeled tiles) to each other across z-levels, then a stack only requires (sufficient) power to be transferred to one pump. All others will be powered by association with the first. You can transmit power to each pump by simply channeling out the floor at the front (aka output side).&lt;br /&gt;
&lt;br /&gt;
'''See diagram, right'' &lt;br /&gt;
This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
:#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
:#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
:#Top view of the entire pump stack, 4 tiles long (plus retaining walls and access, optional).&lt;br /&gt;
:#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
:#Solution for a freestanding tower - fire escape! You can also consolidate the up and downstairs into a single up/down stair tile. Just build these on top of each other, flipping horizontally each time. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[40d:windmill|windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[40d:carpenter|carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[40d:Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[40d:windmill|windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[40d:windmill|windmill]] and put a [[40d:gear assembly|gear assembly]] directly beneath the [[40d:axle|axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# In this example the power is brought back up to the surface for pumping straight from a river. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[40d:miner|miner]] to [[40d:channel|channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No retaining walls===&lt;br /&gt;
So long as the fluid is not dumped onto a floor tile*, a pump stack does not ''need'' retaining walls to hold the fluid in as it gets moved up - a powered pump will suck 100% of the water in the tile below it up the instant it shows up there.  So, as long as it's all powered '''and''' there's always room for the liquid to go, it's good.  However, once the power is shut off or the topmost output tile is blocked, all those tiles full of water (or magma!) flow normally.&lt;br /&gt;
&lt;br /&gt;
:''(* when a liquid is sitting on a floor tile, it has a chance to spread out to adjacent tiles)''&lt;br /&gt;
&lt;br /&gt;
A combination of walls and (locked) doors can serve as retaining walls when necessary, and are sometimes faster and easier to (de)construct.&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
=====Attribute gain=====&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers. (See [[40d:cross-training|cross-training]].)&lt;br /&gt;
&lt;br /&gt;
=====Desalinization=====&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.  Constructed walls and floor are not shown.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with natural walls or natural floors, other saltwater, or passes through a saltwater [[40d:aquifer|aquifer]] level (even if that has been sealed by [[40d:smoothing|smoothing]]), the water will be ''re''salinated.  So any freshwater cistern (tanks) must be entirely constructed to the full level of the water, with no natural floors or walls that will come in contact with the de-salinated water.&lt;br /&gt;
&lt;br /&gt;
=====Plumbing management=====&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[40d:water pressure|water pressure]], preventing a surface water source from flooding a fortress through a [[40d:well|well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
=====Power transfer through walls=====&lt;br /&gt;
Screw pumps can also be built as a means of transmitting mechanical power from one side of a wall to the other without allowing creatures or liquids to pass through. Simply replace one square of the wall with the impassable square of the pump, and connect axles or gear assemblies to the pump on either side of the wall. If containing fluids, of course make sure that the pump is pumping into the submerged area, not out of it.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Video tutorial on [http://mkv25.net/dfma/movie-1553-howtode-saltsaltwaterintodrinkingwater How to desalt salt water]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=86430</id>
		<title>v0.31 Talk:Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dormitory&amp;diff=86430"/>
		<updated>2010-04-07T22:37:18Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Created page with 'I ''think'' it is supposed to be a bedroom for those poor fellows not owning a proper room and barracks are not used for this anymore. But I had trouble finding out if my assumpt…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I ''think'' it is supposed to be a bedroom for those poor fellows not owning a proper room and barracks are not used for this anymore. But I had trouble finding out if my assumption is correct, due to the current &amp;quot;any bed is a good bed, don't care about property&amp;quot; bug [[User:Matakuka|Matakuka]] 22:37, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bedroom_design&amp;diff=86425</id>
		<title>v0.31 Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bedroom_design&amp;diff=86425"/>
		<updated>2010-04-07T22:27:59Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Created page with '==Barracks vs. Dormitory== Is this ''barracks'' thing still correct? I noticed the option &amp;quot;dormitory&amp;quot;, which is different. As my dwarves now sleep where they want (in other dwarv…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Barracks vs. Dormitory==&lt;br /&gt;
Is this ''barracks'' thing still correct? I noticed the option &amp;quot;dormitory&amp;quot;, which is different. As my dwarves now sleep where they want (in other dwarves' rooms, in the hospital; on unassigned beds) I could not confirm if a barracks or a dormiory is the new place to sleep or if it means anything at all. [[User:Matakuka|Matakuka]] 22:27, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Draltha&amp;diff=86422</id>
		<title>v0.31:Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Draltha&amp;diff=86422"/>
		<updated>2010-04-07T22:19:18Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Draltha|symbol=D|color={{COLOR:6:0:1}}|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome= * Subterranean Caverns}}&lt;br /&gt;
&lt;br /&gt;
:''A large, long-bodied grazer with a thick mane that feeds on the tops of towercap mushrooms deep under the earth.''&lt;br /&gt;
&lt;br /&gt;
Drathla typically dwell on the first underground layer. Despite their apparent herbivorousness, they will attack your {{L|dwarf|dwarves}}. They also feed on any {{L|tower-cap}} mushrooms they come across&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DRALTHA]&lt;br /&gt;
	[ARENA_RESTRICTED]&lt;br /&gt;
	[DESCRIPTION:A large, long-bodied grazer with a thick mane that feeds on the tops of towercap mushrooms deep under the earth.]&lt;br /&gt;
	[NAME:draltha:dralthas:draltha]&lt;br /&gt;
	[CASTE_NAME:draltha:dralthas:draltha]&lt;br /&gt;
	[CHILD:5]&lt;br /&gt;
	[CREATURE_TILE:'D'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:2:5]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PREFSTRING:lustrous manes]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_SIZE:5:0:2500000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10050]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:TAUPE:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Whale&amp;diff=86420</id>
		<title>40d:Whale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Whale&amp;diff=86420"/>
		<updated>2010-04-07T22:16:25Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Whale|symbol=W|color=rgb(192, 192, 192)|bones=16|chunks=16|meat=16|fat=20|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any {{L|ocean}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An enormous aquatic mammal that lives in the deep sea, surfacing only to take in air.&lt;br /&gt;
&lt;br /&gt;
A '''whale''' is a large aquatic creature, found in {{L|ocean}}s.&lt;br /&gt;
&lt;br /&gt;
They are the same size as an {{L|elephant}}, though, oddly, they take only a single year to mature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WHALE]&lt;br /&gt;
	[DESCRIPTION:An enormous aquatic mammal that lives in the deep sea, surfacing only to take in air.]&lt;br /&gt;
	[NAME:whale:whales:whale]&lt;br /&gt;
	[CASTE_NAME:whale:whales:whale]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:whale calf:whale calves]&lt;br /&gt;
	[CREATURE_TILE:'W'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND][BEACH_FREQUENCY:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[BIOME:ANY_OCEAN]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[PREFSTRING:majesty]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FLIPPERS:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500000]&lt;br /&gt;
	[BODY_SIZE:4:0:10000000]&lt;br /&gt;
	[BODY_SIZE:10:0:20000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:slap:slaps]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=86415</id>
		<title>40d:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=86415"/>
		<updated>2010-04-07T22:12:28Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''giant [[40d:olm|olm]]''' is a  large, carnivorous, predatory amphibian living in [[40d:subterranean|subterranean]] [[40d:lake|lake]]s and [[40d:river|river]]s. It can easily kill a [[40d:dwarf|dwarf]]. It has a high [[40d:value|value]] as [[40d:pet|pet]]. Like the [[40d:giant toad|giant toad]], it lacks the ability to breed.&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|wiki=no|name=Giant olm|symbol=O|color={{COLOR:7:0:1}}|bones=10|chunks=10|meat=10|fat=5|skulls=1|skin=1|biome=[[40d:Subterranean|Subterranean]] water}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM_GIANT]&lt;br /&gt;
	[NAME:giant olm:giant olms:giant olm]&lt;br /&gt;
	[TILE:'O'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:3][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:60:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grackle&amp;diff=86414</id>
		<title>40d:Grackle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grackle&amp;diff=86414"/>
		<updated>2010-04-07T22:10:53Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Grackle''' is a &amp;lt;s&amp;gt;bird&amp;lt;/s&amp;gt; [[vermin]] that lives in [[temperate]] savanna and grassland. Some [[dwarves]] might want them as a [[pet]], but your [[cat]]s will probably hunt them down before you can [[animal trap|trap]] them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quiscalus-quiscula-001.jpg|The common grackle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_GRACKLE]&lt;br /&gt;
	[NAME:grackle:grackles:grackle]&lt;br /&gt;
	[TILE:249][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:400]&lt;br /&gt;
	[PETVALUE:30][NATURAL][PET]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:raucous calls]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_weapon&amp;diff=86413</id>
		<title>v0.31:Dwarven weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_weapon&amp;diff=86413"/>
		<updated>2010-04-07T22:10:06Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=86410</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=86410"/>
		<updated>2010-04-07T22:07:04Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* ''Mining'': It removes the section of the wall while preserving both the ceiling and the floor&lt;br /&gt;
* ''Channeling'': It removes the section of the wall, the floor and places a ramp one level below &lt;br /&gt;
* ''Ramps'': It replaces the section with a upward ramp, also removing the tile and floor one level above&lt;br /&gt;
* ''Stairs'': It builds upward (or downward) stairs&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|x}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you first have to mine out the area underneath the channel first.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase).&lt;br /&gt;
&lt;br /&gt;
Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=86403</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=86403"/>
		<updated>2010-04-07T21:49:31Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: cleaning up after migration bot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt; Simplified or out of date - many arrows missing!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
:''For the game concept added with the baron, see [[40d:Dwarven economy|Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[40d:building|building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[40d:dwarf|dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
[[40d:Wall|Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[40d:Pick|Pick]]&amp;lt;/I&amp;gt;/[[40d:Mining|Mining]] -&amp;gt; [[40d:Stone|Stone]], some of which is also [[40d:Ore|Ore]] or [[40d:Flux|Flux]] or [[40d:Gems|Gems]] or [[40d:Coal|Coal]] or [[40d:Lignite|Lignite]]&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[40d:Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[40d:Battle axe|Battle axe]]&amp;lt;/I&amp;gt;/[[40d:Wood cutter|Wood cutter]] -&amp;gt; [[40d:Wood|Wood]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[40d:Wall|Walls]] -&amp;gt; [[40d:Engraving|Stone Detailing]] -&amp;gt; [[40d:Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
[[40d:Water|Water]] -&amp;gt; [[40d:Fishing|Fishing]] -&amp;gt; Raw [[40d:Fish|Fish]]&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an [[40d:activity zone|activity zone]] is optional.&lt;br /&gt;
&lt;br /&gt;
Wild [[40d:Animals|Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[40d:Weapon|Weapon]]&amp;lt;/I&amp;gt;/[[40d:Ambusher|Hunting]] -&amp;gt; [[40d:Corpse|Corpses]]&lt;br /&gt;
:Dwarves will do this automatically without your input after the labour is enabled. [[40d:Ambusher|Hunt]]ing can be a dangerous task, see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
[[40d:Bush|Shrubs]] -&amp;gt; [[40d:Herbalist|Gather Plants]] -&amp;gt; [[40d:Crops|Crops]]&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that [[40d:furnace|furnace]]s have a separate submenu from [[40d:workshop|workshop]]s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
[[40d:Seed|Seed]] -&amp;gt; [[40d:Farm plot|Farm plot]]/[[40d:Farming|Farming(fields)]] -&amp;gt; [[40d:Crops|Crops]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Crops|Crops]] -&amp;gt; [[40d:Food#Eating|Eating]] -&amp;gt; [[40d:Seed|Seed]] x 2&lt;br /&gt;
:Note that [[40d:muck root|muck root]]s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw [[40d:Fish|Fish]] -&amp;gt; [[40d:Fishery|Fishery]]/[[40d:Fish cleaner|Fish Cleaning]] -&amp;gt; [[40d:Fish|Fish]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Corpse|Corpse]] -&amp;gt; [[40d:Butcher's Shop|Butcher's Shop]]/[[40d:Butchery|Butchery]] -&amp;gt; [[40d:Meat|Meat]] (which is [[40d:Food|Food]]), [[40d:Fat|Fat]], [[40d:Skin|Skin]], [[40d:Bones|Bones]], [[40d:Skulls|Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Stone|Stone]] -&amp;gt; [[40d:Mason's workshop|Mason's workshop]]/[[40d:construction|Masonry]] -&amp;gt; [[40d:Furniture|Furniture]], and [[40d:Block|Block]]s; [[40d:Quern|Quern]]s and [[40d:Millstone|Millstone]]s.&lt;br /&gt;
&lt;br /&gt;
[[40d:Stone|Stone]] -&amp;gt; [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]/[[40d:Craft#Crafts|Stonecrafting]] -&amp;gt; [[40d:Craft|Craft]], [[40d:Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Stone|Stone]] -&amp;gt; [[40d:Mechanic's workshop|Mechanic's workshop]]/[[40d:Mechanics|Mechanics]] -&amp;gt; [[40d:Mechanism|Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Carpenter's workshop|Carpenter's workshop]]/[[40d:construction|Carpentry]] -&amp;gt; [[40d:Furniture|Furniture]], [[40d:Block|Block]]s, [[40d:Container|Barrels]], [[40d:Container|Bins]], [[40d:Bed|Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]/[[40d:Craft#Crafts|Woodcrafting]] -&amp;gt; [[40d:Craft|Craft]], [[40d:Bolts|Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Carpenter's workshop|Carpenter's workshop]]/[[40d:Skills|Trapping]] -&amp;gt; [[40d:Animal Trap|Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Bowyer's workshop|Bowyer's workshop]]/[[40d:Bowyer|Bowyer]] -&amp;gt; [[40d:Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Wood furnace|Wood furnace]]/[[40d:Wood burner|Wood burning]] -&amp;gt; [[40d:Charcoal|Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Wood furnace|Wood furnace]]/[[40d:Wood burner|Wood burning]] -&amp;gt; [[40d:Ash|Ash]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]] -&amp;gt; [[40d:Siege Workshop|Siege Workshop]]/[[40d:Siege engineer|Siege engineer]] -&amp;gt; [[40d:Siege engine|Siege engine]] parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some [[40d:Fish|Fish]] -&amp;gt; [[40d:Food#Eating|Eating]] -&amp;gt; [[40d:Shell|Shell]] and/or [[40d:Bone|Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[40d:Animal|Animal]] -&amp;gt; [[40d:Animal Trap|Animal Trap]]/[[40d:Trapping|Trapping]] -&amp;gt; Captured [[40d:Animals|Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[40d:Animals|Animals]] -&amp;gt; [[40d:Kennels|Kennels]]/[[40d:Animal Training|Animal Training]] -&amp;gt; Trained [[40d:Animals|Animals]]&lt;br /&gt;
:Not all animals can be tamed. A [[40d:Dungeon master|Dungeon master]] is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured [[40d:Animals|Animals]] -&amp;gt; [[40d:Kennels|Kennels]]/[[40d:Animal Training|Animal Training]] -&amp;gt; Tame [[40d:Animals|Animals]]&lt;br /&gt;
:Only dogs can be trained without [[40d:modding|modding]].&lt;br /&gt;
&lt;br /&gt;
Tame [[40d:Animal|Animal]] -&amp;gt; [[40d:Butcher's Shop|Butcher's Shop]]/[[40d:Butchery|Butchery]] -&amp;gt; [[40d:Corpse|Corpse]]&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[40d:Fat|Fat]] -&amp;gt; [[40d:Cooking|Cooking]]?/[[40d:Kitchen|Kitchen]] -&amp;gt; [[40d:Tallow|Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Tallow|Tallow]], [[40d:Lye|Lye]] -&amp;gt; [[40d:Soaper|Soaper]]/[[40d:Alchemist's laboratory|Alchemist's laboratory]] -&amp;gt; [[40d:Soap|Soap]]&lt;br /&gt;
:[[40d:Soap|Soap]] is a valuable [[40d:trade|trade good]]. It is not used used to manufacture anything, but can be used for [[40d:construction|construction]].&lt;br /&gt;
&lt;br /&gt;
[[40d:Skin|Skin]] -&amp;gt; [[40d:Tannery|Tanning]]/[[40d:Tannery|Tannery]] -&amp;gt; [[40d:Leather|Leather]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Leather|Leather]] -&amp;gt; [[40d:Leatherworks|Leatherworks]]/[[40d:Leatherworking|Leatherworking]] -&amp;gt; [[40d:Armor|Armor]], [[40d:Bags|Bags]], [[40d:Backpack|Backpack]]s, [[40d:Clothing|Clothing]], [[40d:Decoration|Decoration]], [[40d:Quiver|Quiver]]s, [[40d:Waterskin|Waterskin]]s&lt;br /&gt;
&lt;br /&gt;
[[40d:Bone|Bone]] -&amp;gt; [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]/[[40d:Bonecarving|Bonecarving]] -&amp;gt; [[40d:Craft|Craft]], [[40d:Bolts|Bolts]], [[40d:Armor|Armor]], [[40d:Decoration|Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Bone|Bone]] -&amp;gt; [[40d:Bowyer's workshop|Bowyer's workshop]]/[[40d:Bowyer|Bowyer]] -&amp;gt; [[40d:Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Shell|Shell]] -&amp;gt; [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]/[[40d:Bonecarving|Bonecarving]] -&amp;gt; [[40d:Craft|Craft]], [[40d:Decoration|Decoration]], [[40d:Armor|Armor]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Skull|Skull]] -&amp;gt; [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]/[[40d:Bonecarving|Bonecarving]] -&amp;gt; [[40d:Totem|Totem]]&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[40d:Magma|Magma]], and use less [[40d:Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[40d:metal|metal]]s and/or alloys is complex and beyond the scope of this article. See [[40d:Ore|Ore]] for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes; see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture.&lt;br /&gt;
&lt;br /&gt;
[[40d:Ore|Ore]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Ore|Ore]] x ? + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; Various [[40d:Alloy|Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Ore|Ore]] -&amp;gt; [[40d:Magma Smelter|Magma Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Ore|Ore]] x ?  -&amp;gt; [[40d:Magma Smelter|Magma Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; Various [[40d:Alloy|Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Lignite|Lignite]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Coke|Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[40d:Lignite|Lignite]] -&amp;gt; [[40d:Magma Smelter|Magma Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Coke|Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[40d:Bituminous Coal|Bituminous Coal]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Coke|Coke]] x3&lt;br /&gt;
    &lt;br /&gt;
[[40d:Bituminous Coal|Bituminous Coal]] -&amp;gt; [[40d:Magma Smelter|Magma Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Coke|Coke]] x3&lt;br /&gt;
&lt;br /&gt;
[[40d:Iron|Iron Bars]] + [[40d:Flux|Flux]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]] or [[40d:Magma Smelter|Magma Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Pig iron|Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Pig iron|Pig Iron]] + [[40d:Iron|Iron Bars]] + [[40d:Flux|Flux]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]] or [[40d:Magma Smelter|Magma Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Steel|Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt [[40d:iron|iron]] ore twice, then [[40d:pig iron|pig iron]] once, then [[40d:steel|steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[40d:Metal|Metal Bars]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Smelter|Smelter]]/[[40d:Smelting|Smelting]] -&amp;gt; [[40d:Alloy|Alloy]]&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
[[40d:Metal|Metal Bars]] + [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Metalsmith's Forge|Metalsmith's Forge]]/[[40d:Metal crafter|Metal crafting]] or [[40d:Blacksmith|Blacksmith]]ing -&amp;gt; [[40d:Furniture|Furniture]], [[40d:Craft|Craft]]s, [[40d:Coins|Coins]] &lt;br /&gt;
&lt;br /&gt;
[[40d:Metal|Metal]], [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Metalsmith's Forge|Metalsmith's Forge]]/[[40d:Armorsmith|Armorsmith]] -&amp;gt; [[40d:Armor|Armor]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Metal|Metal]], [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Metalsmith's Forge|Metalsmith's Forge]]/[[40d:Weaponsmith|Weaponsmith]] -&amp;gt; [[40d:Weapon|Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Metal|Metal]], [[40d:Fuel|Fuel]] -&amp;gt; [[40d:Metalsmith's Forge|Metalsmith's Forge]]/[[40d:Trapping|Trapping]] -&amp;gt; [[40d:Animal trap|Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Metal|Metal]] + [[40d:Wood|Wood]] -&amp;gt; [[40d:Siege Workshop|Siege Workshop]]/[[40d:Siege engineer|Siege engineer]] -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[40d:Bags|Bags]] -&amp;gt; [[40d:Glass Furnace|Glass Furnace]] / [[40d:Hauling|Item Hauling]] -&amp;gt; [[40d:Sand|Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
[[40d:Sand|Sand]] -&amp;gt; [[40d:Glass Furnace|Glass Furnace]] / [[40d:Glassmaker|Glassworking]] -&amp;gt; Raw [[40d:green glass|green glass]] gems, [[40d:Furniture|Furniture]], [[40d:Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Sand|Sand]] + [[40d:Pearlash|Pearlash]] -&amp;gt; [[40d:Glass Furnace|Glass Furnace]] / [[40d:Glassmaker|Glassworking]] -&amp;gt; Raw [[40d:Clear glass|Clear glass]] gems, [[40d:Furniture|Furniture]], [[40d:Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Rock crystal|Rock crystal]] + [[40d:Pearlash|Pearlash]] -&amp;gt; [[40d:Glass Furnace|Glass Furnace]] / [[40d:Glassmaker|Glassworking]] -&amp;gt; Raw [[40d:Crystal glass|Crystal glass]] gems, [[40d:Furniture|Furniture]], [[40d:Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Barrel|Barrel]], [[40d:Crops|Crops]] -&amp;gt; [[40d:Still|Still]]/[[40d:Brewing|Brewing]] -&amp;gt; [[40d:Alcohol|Alcohol]], [[40d:Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Seeds|Seeds]], [[40d:Crops|Crops]], [[40d:Meat|Meat]], [[40d:Alcohol|Alcohol]], [[40d:Fish|Fish]], [[40d:Milk|Milk]], [[40d:Cheese|Cheese]], and/or [[40d:Tallow|Tallow]] -&amp;gt; [[40d:Kitchen|Kitchen]]/[[40d:Cooking|Cooking]] -&amp;gt; [[40d:Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: All byproducts ([[40d:seeds|seeds]], [[40d:bones|bones]], [[40d:shells|shells]], etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
[[40d:Crops|Crops]] -&amp;gt; [[40d:Farmer's workshop|Farmer's workshop]]/[[40d:Thresher|Threshing]] -&amp;gt; [[40d:Thread|Thread]] + [[40d:Seeds|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Thread|Thread]] -&amp;gt; [[40d:Loom|Loom]]/[[40d:Weaver|Weaving]] -&amp;gt; [[40d:Cloth|Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Cloth|Cloth]] -&amp;gt; [[40d:Clothier's shop|Clothier's shop]]/[[40d:Clothier|Clothesmaking]] -&amp;gt; [[40d:Clothing|Clothing]], [[40d:Bag|Bag]]s, [[40d:Restraint|Restraint]]s, [[40d:Decoration|Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[40d:workshop|workshop]]s is to have properly positioned and well-maintained [[40d:stockpiles|stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[40d:Clutter|Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[40d:legendary|legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[40d:Stone|Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[40d:stonecrafter|stonecrafter]]s or [[40d:mason|mason]]s to use a choice variety of stone (such as [[40d:obsidian|obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[40d:wood burner|wood burner]] will produce more Charcoal and more [[40d:ash|ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[40d:peasant|peasant]], while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[40d:bin|bin]]s is unlivable. If you have to make them out of metal, I suggest [[40d:copper|copper]] or [[40d:lead|lead]]. But few start locations are so [[40d:wood|wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your [[40d:Trade depot|trade depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: [[40d:Refined coal|Refined coal]] of every kind, as well as [[40d:Ash|Ash]], [[40d:Potash|Potash]] and [[40d:Soap|Soap]], are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=86394</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=86394"/>
		<updated>2010-04-07T21:44:16Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: another red box annihilated!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Traffic''' designations determine what path a dwarf will take, not what their final destination is. If a dwarf's task takes them somewhere, only a hard barrier will prevent them from going there.  Since movement in narrow hallways is slowed by [[40d:dwarves|dwarves]] moving past each other, traffic may become an issue once a settlement begins to grow in size. &lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good [[40d:Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[40d:stockpile|stockpiles]] close to relevant [[40d:workshop|workshops]]. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead [[40d:Tree|sapling]]s or [[40d:shrub|shrub]]s and quickly exposing bare [[40d:soil|soil]]. This may be desirable as [[40d:tree|tree]]s block dwarves' and [[40d:caravan|caravan]]s' paths, but unchecked traffic may trample entire areas of [[40d:forest|forest]] regrowth. &lt;br /&gt;
&lt;br /&gt;
Only your dwarves will obey your traffic designations, and then only when they can.  If a [[40d:job|job]] requires that they go into a restricted zone, they will.  Other [[40d:creature|creature]]s will not recognize your traffic designations, and even [[40d:domestic animal|domestic animal]]s or [[40d:caravan|caravan]]s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change the default values in [[40d:init.txt|init.txt]], or per-fortress values with {{K|d}}{{K|o}}.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any [[40d:water|water]] source in a [[40d:biome|biome]] with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[40d:thought|disturbed]] if they walk through a [[40d:butcher's shop|butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
* If an area occasionally gets [[40d:flood|flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along [[40d:road|roads]] outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a [[40d:ballista|ballista]]'s firing arrow originates.  This will prevent tragic [[40d:siege|siege]] training accidents.  Note that [[40d:Pet|pets]] can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a [[40d:dwarf|dwarf]] from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[40d:wall|walls]].&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a [[40d:moat|moat]] or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
== One-way paths ==&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}}, due to what seems to be a minor bug rather than a feature, it's not only possible but quite easy to create '''one-way''' [[40d:ramp|ramp]]s - and with those, one-way halls, [[40d:stair|stair]]s, and any other restricted [[40d:path|path]] you can create from one controlled access point to another.&lt;br /&gt;
&lt;br /&gt;
See [[40d:One-way|One-way]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[40d:Path|Path]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_channel_water/magma&amp;diff=86390</id>
		<title>How do I channel water/magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_channel_water/magma&amp;diff=86390"/>
		<updated>2010-04-07T21:41:22Z</updated>

		<summary type="html">&lt;p&gt;Matakuka: Redirected page to DF2010:Channel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Channel]]&lt;/div&gt;</summary>
		<author><name>Matakuka</name></author>
	</entry>
</feed>