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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-26T14:58:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1761</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1761"/>
		<updated>2009-04-21T01:17:33Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: added decorations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I've found Edwards comment to be untrue in 40d. I can build a 'wall' of doors across a pathway bigger than 2 tiles. Removing the 'supporting' walls that allowed me to place the door in the first place does not deconstruct the door. After the 'supporting' wall is removed, I can still lock/unlock/petlock the door, and I can also connect it to a lever. Removing the walls that the door requires also leave the door standing and operable (I can lock/unlock/connect). --[[User:Sinergistic|Sinergistic]] 23:33, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure that wagons don't like doors or floodgates and won't try to pass through them, even if there's ostensibly enough space to do so. Will have a check at some point.--[[User:Quil|Quil]] 08:25, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::They're fine with opened floodgates. I think they're still incompatible with doors however, and rightly so.&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It says something akin to &amp;quot;(Dwarf) has admired own fine door lately.&amp;quot;  Most &amp;quot;Own (item)&amp;quot; messages are happier than just &amp;quot;a(n) (item)&amp;quot;.  I'd say it's reasonable to assume, though I haven't done any research here.  Not sure how one would.--[[User:Dadamh|Dadamh]] 08:34, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
&lt;br /&gt;
:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have mentioned that it was an iron door.  That's what I was getting at.  Here's a screenshot of it:  [http://www.dwarffortresswiki.net/index.php/Image:Iron_door.JPG]  (On a side note, how the heck do I embed this?  Couldn't get it to do so.  Ah well, it's linked to now.  [[User:Jhoosier|Jhoosier]] 21:04, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.&lt;br /&gt;
:In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like &amp;quot;trolls and some other creatures can destroy doors&amp;quot; [[User:Anydwarf|Anydwarf]] 00:46, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade.&lt;br /&gt;
--[[User:Umiman|Umiman]]&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lever-linked doors and lockpickers ==&lt;br /&gt;
&lt;br /&gt;
If a door is linked to a lever, can a lock picking enemy open it? --[[User:Strangething|Strangething]] 23:40, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doors unable to be constructed from a diagonal. ==&lt;br /&gt;
&lt;br /&gt;
I had a setup like this&lt;br /&gt;
{{qd|cols=3&lt;br /&gt;
|X|X|X&lt;br /&gt;
|X|D|X&lt;br /&gt;
|f|F|f&lt;br /&gt;
|f|f|f&lt;br /&gt;
|F|f|f}}&lt;br /&gt;
&lt;br /&gt;
X= wall&lt;br /&gt;
D=door waiting to be built&lt;br /&gt;
f=farmer's workshop waiting to be built&lt;br /&gt;
F=farmer's workshop waiting to be built&lt;br /&gt;
&lt;br /&gt;
the door kept getting canceled because they couldn't reach it apparently &lt;br /&gt;
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)&lt;br /&gt;
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)&lt;br /&gt;
:There's probably some stone or garbage in the way, which dwarves will only shove aside into empty squares, of which there are zero available considering the farmer's workshop as occupied squares.  Even if you cancelled the workshop, they can't shove stuff diagonally either.  Dump the trash manually(mark it for dumping and wait) and you'll probably be able to build it. --[[User:Corona688|Corona688]] 14:28, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Huh? ==&lt;br /&gt;
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)&lt;br /&gt;
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms? ==&lt;br /&gt;
Will mechanisms in a metal door melt when magma passes through the door? --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)&lt;br /&gt;
::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)&lt;br /&gt;
:::Merchants can only offer items that are available to them.  If your civilization's home has access to bauxite, it should be available to the merchants and thence to you.  If your civilization is in a purely igneous area, you'll be out of luck.  This applies to more than just bauxite, of course.  For example, if they have [[gabbro]] under them, they'll probably be able to offer you [[garnierite]] ([[nickel]] ore), [[kimberlite]] and [[diamond]]s.&lt;br /&gt;
:::When you're choosing your fortress's location, you can see what civilization you'll belong to (you'll often have a choice of several).  You can then use the site chooser to look at your potential clans' lands and what stones they'll be able to bring.    --[[User:Oddrune|Oddrune]] 17:48, 28 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rooms not including door? ==&lt;br /&gt;
&lt;br /&gt;
Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to.  Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room.  More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless.  Anyone else having this problem, or have a fix for it?  --[[User:Eddie|Eddie]] 04:46, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to {{k|q}}uery the door and set it to &amp;quot;Internal.&amp;quot; However, this will cause the room size adjustments to ignore the door completely. --[[User:RomeoFalling|RomeoFalling]] 05:48, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But why shouldn't it be treated the same as the walls? [[User:Random832|Random832]] 12:13, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It seems to be doing so, some times.  I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values.  Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not.  In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed.  Quick sketch of it:&lt;br /&gt;
&lt;br /&gt;
:::Dining Hall  [door 1]   Office   [door 2]  Bedroom&lt;br /&gt;
&lt;br /&gt;
:::Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region.   --[[User:Eddie|Eddie]] 13:18, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'm using something like the &amp;quot;Living Pods&amp;quot; [[Bedroom Design]] and the doors aren't counted in the bedrooms, either. --[[User:Sev|Sev]] 17:51, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
It seems that doors cant be decorated by anything, I have decorators working with bone, shell and jewels fulltime, but I have yet to see a door being decorated. Is it just a coincidence? [[User:Mizipzor|Mizipzor]] 01:17, 21 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35170</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35170"/>
		<updated>2008-05-04T21:36:57Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: put two points together&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind a block of [[ash]] when killed.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a brook. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. Try also building a wall around with the moat. You can also catch them using the same tactics as catching [[fire imp|fire imps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[steel]] [[bar]]s ([[iron]] works too) as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the steel bars (this stops the firemen from getting out before the steel bars).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Forbid&amp;diff=12529</id>
		<title>40d:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Forbid&amp;diff=12529"/>
		<updated>2008-04-30T11:20:20Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: reclaim link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marks every [[items|item]] and [[building]] in the selected area as [[forbidden]]. Forbidden objects are completely ignored by dwarves and do not contribute to fortress value.&lt;br /&gt;
&lt;br /&gt;
Uses for forbid include:&lt;br /&gt;
* Preventing dwarves from trying to retrieve items from an area controlled by hostile monsters&lt;br /&gt;
* Forcing dwarves to use specific materials, for example when satisfying a [[mandate]] or [[demand]]&lt;br /&gt;
* Preventing dwarves from moving items that are on [[fire]]&lt;br /&gt;
&lt;br /&gt;
Items are automatically marked &amp;quot;Forbidden&amp;quot; when&lt;br /&gt;
* [[reclaim fortress mode|reclaiming a fortress]].&lt;br /&gt;
* they have been dumped in a [[Activity zone|garbage zone]].&lt;br /&gt;
* you begin a game in a town &amp;amp;ndash; all items in the town are initially forbidden.&lt;br /&gt;
* a crossbow bolt is fired and drops on the ground intact.&lt;br /&gt;
&lt;br /&gt;
The opposite of forbid is [[reclaim]], which removes the forbidden status of items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27519</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27519"/>
		<updated>2008-04-24T18:16:37Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Starving */ added name to comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27518</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27518"/>
		<updated>2008-04-23T00:02:38Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: added comment about starving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst.&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=337</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=337"/>
		<updated>2007-11-12T09:19:22Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: created V&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. Now only 6 rules to go. (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [http://en.wikipedia.org/wiki/Nomic nomic] instincts)&lt;br /&gt;
&lt;br /&gt;
* '''B'''lood line games: Any game, or story, relating to a [[:Category:Bloodline Games|bloodline games]]. (succession) game should use the special Bloodline:article_name namespace. This has been especially created for all you bloodline fans to scribble onwards without tying up articles in the main namespace. &lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned.&lt;br /&gt;
&lt;br /&gt;
* '''E'''dit If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Be bold, feel free to make changes. If you think an article needs a major rewrite, you can use your personal page or the discussion (talk) page to post edits or suggestions.&lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Do not create one-liner pages without links (unless its a stub). Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&lt;br /&gt;
&lt;br /&gt;
* '''G'''old. Always mine it, never let it leave your sight, sing songs about it whenever possible.&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum, consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided.&lt;br /&gt;
&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article, your hard work is not lost. Post up suggestions on the discussion page and talk about the issue. All versions are stored in the history, so theres always the chance your material can be reused or merged with existing content.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Special to this wiki; Key commands from the game should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''L'''osing: is FUN! If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their masterpiece fortress.&lt;br /&gt;
&lt;br /&gt;
* '''M'''ore: More people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. It has loads of good information, that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. The exceptions to these rules are for terms that are always plural and for proper nouns. Getting the wrong naming means extra redirects. Screw pump is ''not the same'' as Screw Pump.&lt;br /&gt;
&lt;br /&gt;
* '''O''': ?&lt;br /&gt;
&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:DoubleRedirects|Double redirects]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''. &lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now{{version|0.27.169.33a}}&amp;quot; using the &amp;lt;nowiki&amp;gt;version template, {{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* '''U'''ser pages: Introduce your self, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page (and they'll get notified next time they login). However, keep this place civilized; avoid flamewars, personal attacks and insults.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''V'''erify: Its a new version of the game and many loosely based assumptions are floating around. Verify your information and be sure to check [[:Category:Articles_needing_further_verification]].&lt;br /&gt;
&lt;br /&gt;
* '''W''': ?&lt;br /&gt;
&lt;br /&gt;
* '''X''': ?&lt;br /&gt;
&lt;br /&gt;
* '''Y''': ?&lt;br /&gt;
&lt;br /&gt;
* '''Z''': ?&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Enforcing consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this?&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC the &amp;lt;ref&amp;gt; system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rule discussion == &lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
&lt;br /&gt;
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== B and E ===&lt;br /&gt;
&lt;br /&gt;
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, the Alphabet rule does describe them as rules.  But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They will simply be replaced by &amp;quot;real&amp;quot; rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think of them more as &amp;quot;guidelines&amp;quot; ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me&lt;br /&gt;
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=335</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=335"/>
		<updated>2007-11-12T08:32:49Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* We are doing this! Let us do it right. */ no need for code tag, nowiki makes it not a template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. Now only 7 rules to go. (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [http://en.wikipedia.org/wiki/Nomic nomic] instincts)&lt;br /&gt;
&lt;br /&gt;
* '''B'''lood line games: Any game, or story, relating to a [[:Category:Bloodline Games|bloodline games]]. (succession) game should use the special Bloodline:article_name namespace. This has been especially created for all you bloodline fans to scribble onwards without tying up articles in the main namespace. &lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned.&lt;br /&gt;
&lt;br /&gt;
* '''E'''dit If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Be bold, feel free to make changes. If you think an article needs a major rewrite, you can use your personal page or the discussion (talk) page to post edits or suggestions.&lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Do not create one-liner pages without links (unless its a stub). Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&lt;br /&gt;
&lt;br /&gt;
* '''G'''old. Always mine it, never let it leave your sight, sing songs about it whenever possible.&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum, consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided.&lt;br /&gt;
&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article, your hard work is not lost. Post up suggestions on the discussion page and talk about the issue. All versions are stored in the history, so theres always the chance your material can be reused or merged with existing content.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Special to this wiki; Key commands from the game should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''L''': ?&lt;br /&gt;
&lt;br /&gt;
* '''M'''ore: More people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. It has loads of good information, that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. The exceptions to these rules are for terms that are always plural and for proper nouns. Getting the wrong naming means extra redirects. Screw pump is ''not the same'' as Screw Pump.&lt;br /&gt;
&lt;br /&gt;
* '''O''': ?&lt;br /&gt;
&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:DoubleRedirects|Double redirects]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''. &lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now{{version|0.27.169.33a}}&amp;quot; using the &amp;lt;nowiki&amp;gt;version template, {{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* '''U'''ser pages: Introduce your self, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page (and they'll get notified next time they login). However, keep this place civilized; avoid flamewars, personal attacks and insults.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''V''': ?&lt;br /&gt;
&lt;br /&gt;
* '''W''': ?&lt;br /&gt;
&lt;br /&gt;
* '''X''': ?&lt;br /&gt;
&lt;br /&gt;
* '''Y''': ?&lt;br /&gt;
&lt;br /&gt;
* '''Z''': ?&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Enforcing consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this?&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC the &amp;lt;ref&amp;gt; system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rule discussion == &lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
&lt;br /&gt;
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== B and E ===&lt;br /&gt;
&lt;br /&gt;
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, the Alphabet rule does describe them as rules.  But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They will simply be replaced by &amp;quot;real&amp;quot; rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think of them more as &amp;quot;guidelines&amp;quot; ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me&lt;br /&gt;
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lord_Nightmare&amp;diff=25627</id>
		<title>User talk:Lord Nightmare</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lord_Nightmare&amp;diff=25627"/>
		<updated>2007-11-12T08:28:57Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: Instead of making many small edits, check the page with the preview button. This lets you see your errors and correct them directly instead of edit the page a second time and thus makes th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of making many small edits, check the page with the preview button. This lets you see your errors and correct them directly instead of edit the page a second time and thus makes the Recent changes page less bloated. Happy editing! --[[User:Mizipzor|Mizipzor]] 03:28, 12 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=20862</id>
		<title>40d Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=20862"/>
		<updated>2007-11-09T17:47:02Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually the values are off. the base value of wood is 1. But a piece of wood has a value multiplier of 3. And a block a multiplier of 5. Should I add this, this might confuse newbies. --[[User:Soyweiser|Soyweiser]] 10:02, 5 November 2007 (EST)&lt;br /&gt;
:Raw value, shape modifier, resultant value? I think people can cope with that.  --[[User:Matryx|Matryx]] 10:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;block&amp;quot; ever occur in the singular in Dwarf Fortress?  I think [[block]] should redirect to [[blocks]], rather than vice versa. --[[User:JT|JT]] 13:31, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 but the difference is purely in the value&lt;br /&gt;
&lt;br /&gt;
my observations suggest that when marking economic stone as green, dwarves can build of it, but blocks are still ignored. Hellzon or irc said blocks can only be used to build buildings, wells and pumps. So that would make the above statement false. --[[User:Mizipzor|Mizipzor]] 12:47, 9 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Block&amp;diff=18995</id>
		<title>40d:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Block&amp;diff=18995"/>
		<updated>2007-11-09T17:44:02Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: added verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Block''' is a material shaped into a block. [[Stone]] and [[wood]] can be shaped into blocks at the [[Mason's workshop]] or [[Carpenter's workshop]].  Glass blocks can be made at the [[Glass Furnace]].&lt;br /&gt;
&lt;br /&gt;
Blocks are required to make [[road]]s, [[well]]s, and [[pump]]s. They can also be used in place of raw stone or wood in other constructions, but the difference is purely in the value{{verify}} and style of the construction. A pillar made out of normal stones is called a rough pillar.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in [[bin]]s in bar/block [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
A block has a [[Item value|value]] of 1 2/3 of the base material. A block made out of pine wood (value of 3☼) has a value of 5☼. A block made out of obsidian (value of 9☼) has a value of 15☼.&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jikor&amp;diff=23717</id>
		<title>User talk:Jikor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jikor&amp;diff=23717"/>
		<updated>2007-11-09T11:52:31Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dear Jikor,&lt;br /&gt;
&lt;br /&gt;
if you do a redirect you need the redirect on the first line.&lt;br /&gt;
&lt;br /&gt;
Not:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;br /&gt;
#REDIRECT [[Broker skills]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
but&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#REDIRECT [[Broker skills]]&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
preview page sucks on redirects. --[[User:Soyweiser|Soyweiser]] 08:43, 8 November 2007 (EST)&lt;br /&gt;
::Ok. Will remember that for the future. [[User:Jikor|Jikor]] 06:16, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Instead of making many small edits, check the page with the preview button. This lets you see your errors and correct them directly instead of edit the page a second time and thus makes the Recent changes page less bloated. Happy editing! --[[User:Mizipzor|Mizipzor]] 06:52, 9 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=24381</id>
		<title>40d:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=24381"/>
		<updated>2007-11-09T11:49:58Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: Hauling is the process of bringing an object to its designated place, often a stockpile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hauling is the process of bringing an object to its designated place, often a [[stockpile]].&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10144</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10144"/>
		<updated>2007-11-09T11:48:27Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: fixed layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where dwarves will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another dwarf. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for gems, your [[jeweller]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Using bins and barrels ==&lt;br /&gt;
&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of stockpile room. You can consolidate stockpile space by building [[bin]]s and [[barrel]]s that can hold many items at once. [[Barrel]]s store and preserve [[food]] and [[drink]]; [[bin]]s can store many types of smaller items, such as [[finished goods]], [[metal]] bars, [[ammo]], or [[gem]]s. Building a steady supply of containers helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{key|q}} → {{key|C}} and {{key|q}} → {{key|V}}. For barrels, {{key|E}} and {{key|R}} are used instead of {{key|C}} and {{key|V}}. By default, bins are used in Bar/Block, Ammo, Gems, Finished Goods, Cloth and Leather stockpiles, and barrels are used in Food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize. To access this stockpile feature, use the {{key|q}} menu and move to the stockpile in question.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a task that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{key|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing [[alcohol]] (which will keep your dwarves happy and alert) and [[potash]] (which can be used as fertilizer to increase plant stack size), they do not have to be located on a furniture stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at Furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and confusingly the right hand menu will empty out. Don't worry, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile.&lt;br /&gt;
&lt;br /&gt;
Taking from a stockpile can only happen one way. Telling stockpile #4 to take from #13 will stop #13 from taking from #4. This is probably a good thing, otherwise your dwarves will continuously move items between the two stockpiles. To be truly evil though, you can introduce a third stockpile, at which point #4 taking from #12, #12 taking from #13, and #13 taking from #4, is perfectly valid.&lt;br /&gt;
&lt;br /&gt;
One stockpile can be set to take from any number of other stockpiles, so in theory it is possible to construct supply chains of material. For example, you may have a small stone stockpile next to some mason's workshops, and a much bigger 'central' stone stockpile. Using this feature, you can get your dwarves to keep the workshop stockpile filled from the central stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use bins to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow arrows and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
Animals stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted metal and blocks of cut stone are kept here after being processed by the smelter and mason's workshops, before being used for other purposes. Weirdly, ashes, potash, charcoal, and coke from the wood furnace, ashery, and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. Bins can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and thread from the loom is stored here. Bins can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the craftsdwarf's workshop, as well as the clothes maker's shop and the leather works, are placed here before being used in trade or other uses. This type of stockpile can use bins to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
===[[Food]]===&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, though, tallow, lye, giant desert scorpion venom, and liquid fire are as well. Up to 10 food items may be stored in a barrel (and the stack +Cow meat roast [8]+ would count as eight items). Fresh [[fish]] and animals are brought here before being processed by the butchery and fishery and turned into raw meats. The raw meat is then brought to the kitchen for cooking. Note that prepared food stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
Food stockpiles should in most cases be specified as things like seed stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the carpenter's workshop, mason's workshop, and mechanic's workshop will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems, both cut and uncut, before being used in a construction. It can use bins to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and pets that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but bones will not removed at the end of the season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a Tanner's Shop, will be kept here. Like most stockpiles that use bins, it can use bins to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a cave, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside your cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will generate a small unhappy thought in any dwarf passing through it. Bones and shells are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as ore. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, if the hauling is ever completed, meaning that the player may want to create several stone stockpiles, or possibly one giant one. It is a good idea to position these stockpiles close to your mason's workshop or your mechanic's workshop. An alternative option is to merely make a small stockpile near your masons and leave stones where they lie, eliminating dwarves running around carrying stone all the time. This can have the effect of blocking expandable types of construction if there is not enough space around to move the stones into. Some dwarves regard the existence of stone stockpiles as a sign of divine displeasure, cursing dwarves to scurry around the fortress carrying rock to and fro for all eternity. To avoid stone hauling when you don't want it, set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. Bins can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Given the relative scarcity of trees, a wood stockpile need not be too large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, ect, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw turtle, mechanisms and all stone types apart from onyx if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be avaliable.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
*Categories - Item type&lt;br /&gt;
*Animals - Empty cages and Empty animal traps&lt;br /&gt;
*Food  - Prepared food&lt;br /&gt;
*Furniture - Sand bag&lt;br /&gt;
*Weapons - Local and Foreign&lt;br /&gt;
*Armor - Local and Foreign&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bone and shell, and then an indoor pile near to your craftdwarf's workshop that will '''only''' accept these things. That way, once all the meat has rotted off of any carcases outside, the bones will be brought in for processing rather than disappearing at the end of the season. While this strategy can be useful, it only works if you have set the option for dwarves to gather refuse from outside. Otherwise, the dwarves will ignore the bones in the outside stockpile. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
This feature is probably most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the kitchens, your floodgates and mechanisms near the rooms that need statues and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15676</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15676"/>
		<updated>2007-11-08T16:55:50Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: added noble link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeon master is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. &lt;br /&gt;
&lt;br /&gt;
Requires: &lt;br /&gt;
&lt;br /&gt;
*Office&lt;br /&gt;
*Quarters&lt;br /&gt;
*Dining Room&lt;br /&gt;
*Burial Chamber&lt;br /&gt;
*1 Chests&lt;br /&gt;
*1 Cabinet&lt;br /&gt;
*1 Weapon Rack&lt;br /&gt;
*1 Armor Stand&lt;br /&gt;
&lt;br /&gt;
[[Image:Dungeonmaster.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23688</id>
		<title>40d Talk:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23688"/>
		<updated>2007-11-08T14:25:54Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:I combined these skills since all the entries are the same. [[User:Jikor|Jikor]] 08:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 It is gained by:&lt;br /&gt;
 * Proposing an unsuccessful trade at the depot.&lt;br /&gt;
&lt;br /&gt;
:This seem to controdict the earlier statement that this is a way that the skills are '''not''' gained. Is this skill an exception or what? I think we should make this article clearer. --[[User:Mizipzor|Mizipzor]] 09:25, 8 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=23667</id>
		<title>40d:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=23667"/>
		<updated>2007-11-08T14:24:47Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broker Skills==&lt;br /&gt;
Broker skills are the ones used by the outpost broker to conduct trades. They are:&lt;br /&gt;
* Comedian&lt;br /&gt;
* Flatterer&lt;br /&gt;
* Intimidator&lt;br /&gt;
* Persuader&lt;br /&gt;
* Negotiator&lt;br /&gt;
* Judge of intent&lt;br /&gt;
&lt;br /&gt;
They are gained by:&lt;br /&gt;
* Successful trades at the trade depot.&lt;br /&gt;
* Finalizing an export agreement. &lt;br /&gt;
&lt;br /&gt;
Notable ways through which they are '''not''' gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot (except Judge of Intent).&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement. &lt;br /&gt;
&lt;br /&gt;
===Judge of intent===&lt;br /&gt;
&lt;br /&gt;
At Novice or better skill, the trade dialog will include an extra line about the traders' mood. So far I have only observed &amp;quot;the merchant seems happy with the trading&amp;quot; and &amp;quot;the merchant seems ecstatic with the trading&amp;quot; as successful deals are made. &lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6593</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6593"/>
		<updated>2007-11-07T21:05:59Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* What tiles are used for what */  added some creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[Graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the IBM Code-page 457 ASCII+Extended characters, which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset.&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the [[List of user tilesets|tileset list]]. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain characrter sets. The Dystopian Rhetoric graphics set comes with it's own DF installer; to install any others (or to install that one manually), you follow a similiar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with inequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
''''This section needs to be redone for the new DF version. Any Volunteers?''''&lt;br /&gt;
&lt;br /&gt;
'''VERY IMPORTANT:''' Before removing &amp;quot;, others?&amp;quot; at the end, make absolutely sure that there are no other uses for the tile, and ''always'' add it if you are not absolutely sure that there are no other uses for the tile. Any edits not following this rule will get reverted.&lt;br /&gt;
&lt;br /&gt;
Items marked with * can have their tile changed in the raw files.&lt;br /&gt;
Items marked with # can have their tile replaced by an [[Object Tileset]] image. This includes all non-vermin creatures (not sure about vermins).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 01 (000-015) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| || No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}} || Civilian dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}} || Military dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}} || Dimple Cups*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}} || Cut gems, large gems, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}} || Tower-caps*, Acacia trees*, Mangrove trees*, Maple trees*, quarry bushes(*?), others(no other tree)?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}} || Plump Helmets*, Oak trees(*?), quarry bush leaves(*?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}} || Stone, solid workshop tile for several workshops like the magma smelter, lakes in main map, caves in the main map, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}} || Solid workshop tile for several other workshops like the magma forge, tanner workshop, catapult cup, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}} || Well, bracelet, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}} || Male sign, bags, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}} || Female sign, amulet, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}} || Armor stands, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}} || Gems, coal, currency symbol, masterpiece quality symbol, turtle*, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 02 (016-031) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}} || Head of ballista facing east, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}} || Head of ballista facing west, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}} || Cages, on-fire symbol, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}} || Mugs, largest elven cities?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}} || Restraints, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}} || Logs, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}} || Some tree types, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}} || Interface text (bridge and aqueduct direction), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}} || Hungry/thirsty/drowsy/unhappy indicator, bridge placement raising direction indicator, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}} || Interface text (bridge and aqueduct direction), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}} || Interface text (bridge and aqueduct direction), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}} || Withered plants, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}} || Head of ballista facing north, tree?, ramp, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}} || Head of ballista facing south, ramp, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 03 (032-047) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| || No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}} || Strange mood mark, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}} || Shrub, quotation marks, kobold's glowing eyes*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}} || Chasm, pits, Basalt wall, Sandstone wall, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}} || Coins, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}} || Prepared food, unknown underground area, siltstone, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}} || Demons#, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}} ||  Rough floors, unknown underground, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}} || Foreign object opening tag, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}} || Foreign object closing tag, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}} || Ore, superior quality tags, key reference, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}} || Smooth floors, injured status, finely-crafted tags, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}} || Rough floors, unknown underground, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}} || Scepters, arrows in flight, well-crafted tags, keyboard reference, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}} || Rough floors, text, unknown underground, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}} || Weapons, bolts, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 04 (048-063) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}} || Coffins, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}} || Strawberries, plants (type?), snowstorms, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}} || Workshop(which ones?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}} ||  Stairs, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}} || Stockpiles, Flint Wall, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}} || Stairs, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}} || &amp;quot;Task assigned&amp;quot; indicator, looking for path(?), others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 05 (064-079) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}} || Sheriff#, berserk dwarf#, adventurer#, fortress guard#, royal guard#, dwarven merchants#, caravan guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}} || Alligator#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}} || Cow#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}} || Dragon#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}} || Elf#, elephant#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}} || Support, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}} || Leopard&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}} || Magma man#, mule#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}} || Trade depot post, detailing system, text, wall ends, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 06 (080-095) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}} || Sasquatch#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}} || Human#, Unicorn#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}} || Bin, floodgate, shop post, nausea/winded/stunned/unconscious/migrant indicator, text, up/down stairs, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}} || Clothes, armor?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}} || Clothes?, armor?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}} || Trap, pressure plate (trap?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}} || Channel, text, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 07 (096-111) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}} || Rough floors, unknown underground, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}} || Antman?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}} || Batman?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}} || Cat#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}} || Dog#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}} || Frogman#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}} || Goblin#, Goat#, Gremlin#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}} || Harpy#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}} || Fire imp#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}} || Kobold#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}} || Mandrill#, mussel, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}} || Well construction, bridge construction, text, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 08 (112-127) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}} || Snakeman#, Slugman#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}} || Troglodyte#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}} || Unfinished rough stone road, river, magma, fluids, dirt road, farm construction, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}} || Animal trap, low mountains on world map, part of mechanic's workshop?, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 09 (128-143) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}} || Mechanisms, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}} || Totems, text?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}} || Idols, text, others? &lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 10 (144-159) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}} || Toys, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}} || Coffers, Quivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}} || Unactivated levers, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}} || Bucket, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}} || Closed hatches, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}} || Ore in walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}} || Lobster*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 11 (160-175) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}} || Activated levers, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}} || Cloth, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}} || Instrument, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}} || Flask, waterskin, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}} || Ballista arrow tail for west-facing ballistae, decoration mark, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}} || Ballista arrow tail for east-facing ballistae, decoration mark, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 12 (176-191) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}} || Partially dug rock, gases, workshop tiles(which ones?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}} || Partially dug rock, gases, workshop tiles(which ones)?, side tiles for catapult, window, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}} || Partially dug rock, gases, workshop tiles(which ones)?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}} || Overworld rivers, top-right tile for Loom, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}} || Tree in winter, part of bridge system, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}} || Ends of smooth walls, Waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}} || Walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}} || Walls, bridges, waterfalls, wooden doors, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}} || Ends of smooth walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 13 (192-207) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}} || Overworld rivers, top-left tile for Loom, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}} || Doors, overworld rivers, (flashing) floor detailing/engraving in progress, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}} || Bridges, trees in winter, catapult tile, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}} || Walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}} || Walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}} || Walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}} || Walls, bridges, planted fields, center catapult tile, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}} || Walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 14 (208-223) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}} || Bridges, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}} || Table, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}} || Chairs, bridges, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}} || Ends of smooth walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}} || Ends of smooth walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}} || Some types of floodgates (metal? wood?)?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}} || Some types of doors (metal?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}} || Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}} || Siege machine parts, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}} || Ballista, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}} || Ballista, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 15 (224-239) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}} || Fish, fishery tile(which one?), meat (except?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}} || Leather, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}} || Weight symbol, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}} || Cabinet, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}} || Trap weapon&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}} || Anvil&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}} || Plants*(which?), crown, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}} || Pig tails*, Tower cap sapling others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}} || Sweet pods*, bloated tuber*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}} || Beds&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}} || Statues, Dwarven cities on map&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}} || Earrings, kennel tile, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}} || Unmined andesite*, unmined pumice*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}} || Thread, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 16 (240-255) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}} || Bars, excellence quality symbol, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}} || Unfinished road, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}} || Spent ammo (catapult stones count), ashes, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}} || Spent ammo (catapult stones count), ashes, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}} || Willow tree*, other trees?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}} || Barrel, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}} || Rough stone road, river, lava, glop, fat, tallow, farm, vomit, blood pools others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}} || Ring, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}} || Vermin*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}} || Seeds, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}} || Weapon racks, tall grass in main map, text in selection screen for building construction to indicate that an object will be used, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}} || Something in main map(what is it?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}} || Body parts, chunks, corpses, bone, shell, skin, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}} || Blocks, first image seen for a creature falling into the chasm, others?&lt;br /&gt;
|-&lt;br /&gt;
| || No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1871</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1871"/>
		<updated>2007-11-07T20:09:05Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: finally made the redirect!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[:category:workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Workshops&amp;diff=10907</id>
		<title>Category:Workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Workshops&amp;diff=10907"/>
		<updated>2007-11-07T20:07:57Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: copied line from workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Workshop]]s provide centers at which your dwarves can perform numerous specific tasks.&lt;br /&gt;
&lt;br /&gt;
Workshops are the general area where work gets done. They can be built from almost any material, from the build-&amp;gt;workshop menu. To start a task at a workshop, press q and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dyer%27s_shop&amp;diff=23100</id>
		<title>40d:Dyer's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dyer%27s_shop&amp;diff=23100"/>
		<updated>2007-11-07T20:07:03Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: :Shortcut {{k|d}} :Materials Needed to Build - empty barrel, empty bucket :Materials used - Threads, Cloth, Dyes :Items Made - Dyed cloth, Dyed threads  {{Buildings}} [...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Shortcut {{k|d}}&lt;br /&gt;
:Materials Needed to Build - empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Materials used - Threads, [[Cloth]], [[Dye]]s&lt;br /&gt;
:Items Made - Dyed [[cloth]], Dyed threads&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ashery&amp;diff=23089</id>
		<title>40d:Ashery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ashery&amp;diff=23089"/>
		<updated>2007-11-07T20:06:40Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: :Shortcut {{k|y}} :Materials Needed to Build - blocks, empty barrel, empty bucket :Items Made - Pearlash, Potash, Lye  {{Buildings}} Category:Workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Shortcut {{k|y}}&lt;br /&gt;
:Materials Needed to Build - [[block]]s, empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made - [[Pearlash]], [[Potash]], [[Lye]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23073</id>
		<title>40d:Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23073"/>
		<updated>2007-11-07T20:05:39Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: :Shortcut {{k|a}} :Materials Needed to Build - 3 clear glass vials :Materials Used - Pearlash, Animal fat :Items Made - Soap  {{Buildings}} Category:Workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build - 3 clear glass [[vial]]s&lt;br /&gt;
:Materials Used - [[Pearlash]], Animal [[fat]]&lt;br /&gt;
:Items Made - [[Soap]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23041</id>
		<title>40d:Farmer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23041"/>
		<updated>2007-11-07T20:04:59Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: :Shortcut {{k|w}} :Materials Needed to Build -  :Materials Used - Milk, Milkable animals, Plants, Barrels, Bags, Vials  :Items Made - Cheese, Sugar, [[Quarry bu...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Milk]], Milkable animals, [[Plants]], [[Barrel]]s, [[Bags]], [[Vials]] &lt;br /&gt;
:Items Made - [[Cheese]], [[Sugar]], [[Quarry bush]] leaves, [[Milk]], animal extracts&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Workshop&amp;diff=20547</id>
		<title>Template talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Workshop&amp;diff=20547"/>
		<updated>2007-11-07T20:03:46Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Safari, the floorplan is flush left.  Not exactly sure how to fix that without breaking it elsewhere.  --[[User:Shagie|Shagie]] 23:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should template be modified to allow for workshops with multiple job types - eg [[Jeweler's workshop]] - gem setting and gem cutting?  If so, how should multiple jobs be formatted? --[[User:Mechturk|Mechturk]] 01:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The way I've been using this template, is that after placing the information, I'll click the link that appears in the floor plan section and create the floor plan at the new page that opens up.  This creates a page in the Template namespace.  Is this the desired behavior?  --[[User:Mechturk|Mechturk]] 15:43, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This template should be modified to automatically add the building in question to [[:category:workshop]], but I dont know how to do that, anybody else? --[[User:Mizipzor|Mizipzor]] 15:03, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18738</id>
		<title>40d:Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18738"/>
		<updated>2007-11-07T20:01:21Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Craftsdwarf's Workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=No Special Profession&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth|Plant fibre cloth]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* Rock [[craft]]s&lt;br /&gt;
* Wood [[craft]]s&lt;br /&gt;
* Rock short [[sword]]s&lt;br /&gt;
* Wood [[bolt]]s&lt;br /&gt;
* Bone [[bolt]]s&lt;br /&gt;
* Bone [[decoration]]s&lt;br /&gt;
* Shell [[decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Plant fiber cloth [[craft]]s&lt;br /&gt;
* Silk [[craft]]s&lt;br /&gt;
* Shell [[craft]]s&lt;br /&gt;
* Bone [[craft]]s&lt;br /&gt;
* Leather [[craft]]s&lt;br /&gt;
* Bone [[armor]]&lt;br /&gt;
* Shell [[armor]]&lt;br /&gt;
* [[Adamantite]] strands&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Craftsdwarf's workshop''' is a [[workshop]] for any dwarves who can make [[stone]], [[bone]] or [[shell]] crafts. It can also be used to make a few things that aren't strictly crafts, such as shell [[armor]] and bone crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone Carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Metalcrafting]]{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses for crafts==&lt;br /&gt;
===Armor===&lt;br /&gt;
Bone and shell [[armor]] has 50% of the protection of iron. It's not much, but it's a good start for protecting your dwarves before you get a metalsmithing operation going. However, you aren't likely to be attacked by anything for the first few years, so it's really not very useful.&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
Bone and wood [[bolts]] for crossbows can be made at a Craftdwarf's workshop; bone bolts can be made for next to nothing and when the dwarf reaches the top experience levels, bone bolts approach damage levels like that of metal ones&amp;lt;sup&amp;gt;{{verify}}&amp;lt;/sup&amp;gt;. Also, dwarves will not use metal bolts to practice, instead preferring bone and wooden bolts.&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
General crafts, such as idols, scepters, mugs, etc. are only good as trade items. It is a good idea to include a Craftsdwarf with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few barrels of well-made trade goods are usually sufficient to buy any vital supplies from the first caravan to arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You can create [[obsidian]] short [[sword]]s at the Craftsdwarf's workshop. These have the same damage as steel, so they are extremely useful for early traps, if you can find obsidian.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=20318</id>
		<title>40d:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=20318"/>
		<updated>2007-11-07T20:00:39Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Butcher's Shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Small Animal Dissection]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Animal|Tame land animal]]&lt;br /&gt;
* [[Corpse|Unrotten animal corpse]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Bone]]s&lt;br /&gt;
* [[Chunks]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Skin]]&lt;br /&gt;
* [[Skull]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Butchers''' do the dirty job of processing animal corpses and body parts for [[meat]], [[fat]], [[skin]] and [[bone]]s at the '''butcher's shop'''. They are also responsible for slaughtering livestock. Higher skill allows them to process corpses faster.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mason%27s_workshop&amp;diff=17898</id>
		<title>40d:Mason's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mason%27s_workshop&amp;diff=17898"/>
		<updated>2007-11-07T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Mason's Workshop|key=m|job=Masonry&lt;br /&gt;
|construction=Masonry&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=[[Masonry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Chair|Throne]]s&lt;br /&gt;
* [[Coffin]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Container|Cabinet]]s&lt;br /&gt;
* [[Container|Coffer]]s&lt;br /&gt;
* [[Statue]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Quern]]s&lt;br /&gt;
* [[Millstone]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Mason's workshop''' is a [[workshop]] meant for a [[mason]]. The mason uses it to make [[stone]] objects, such as [[blocks]], [[statue|statues]], [[furniture]], and other useful stone objects. The shop can be made out of any building material.&lt;br /&gt;
&lt;br /&gt;
Full list of makable objects:&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Chair|Throne]]s&lt;br /&gt;
* [[Coffin]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Container|Cabinet]]s&lt;br /&gt;
* [[Container|Coffer]]s&lt;br /&gt;
* [[Statue]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Quern]]s&lt;br /&gt;
* [[Millstone]]s&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18948</id>
		<title>40d:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18948"/>
		<updated>2007-11-07T20:00:12Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|use=&lt;br /&gt;
* Rough [[gem]]s&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a [[workshop]] for a [[jeweler]]. A jeweler uses this workshop to cut rough [[gem]]s into something usable. Most crafters have the option to encrust gems into their respective craft. The jeweler can also encrust objects.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carpenter%27s_workshop&amp;diff=17884</id>
		<title>40d:Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carpenter%27s_workshop&amp;diff=17884"/>
		<updated>2007-11-07T19:59:51Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Carpenter's workshop|key=c|job=Carpentry&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=[[Carpentry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Buckler]]s&lt;br /&gt;
* [[Shield]]s&lt;br /&gt;
* [[Barrel]]s&lt;br /&gt;
* [[Bucket]]s&lt;br /&gt;
* [[Animal trap]]s&lt;br /&gt;
* [[Cage]]s&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Bed]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Chair]]s&lt;br /&gt;
* [[Coffin|Casket]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Container|Cabinet]]s&lt;br /&gt;
* [[Bin]]s&lt;br /&gt;
* [[Container|Chest]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Menacing spike]]s&lt;br /&gt;
* [[Spiked ball]]s&lt;br /&gt;
* [[Enormous corkscrew]]s&lt;br /&gt;
* [[Pipe]] sections&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A carpenter's workshop may be built out of any building material.&lt;br /&gt;
It is used for constructing wooden objects such as [[furniture]] and [[blocks]]{{Version|27.169.33a}} .&lt;br /&gt;
&lt;br /&gt;
Full list of makable objects:&lt;br /&gt;
* [[Buckler]]s&lt;br /&gt;
* [[Shield]]s&lt;br /&gt;
* [[Barrel]]s&lt;br /&gt;
* [[Bucket]]s&lt;br /&gt;
* [[Animal trap]]s&lt;br /&gt;
* [[Cage]]s&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Bed]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Chair]]s&lt;br /&gt;
* [[Coffin|Casket]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Container|Cabinet]]s&lt;br /&gt;
* [[Bin]]s&lt;br /&gt;
* [[Container|Chest]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Menacing spike]]s&lt;br /&gt;
* [[Spiked ball]]s&lt;br /&gt;
* [[Enormous corkscrew]]s&lt;br /&gt;
* [[Pipe]] sections&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothier%27s_shop&amp;diff=16121</id>
		<title>40d:Clothier's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothier%27s_shop&amp;diff=16121"/>
		<updated>2007-11-07T19:59:25Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Clothier's Shop is where finished [[cloth]] (plant fiber or animal, including dyed threads) is sent to be cut, trimmed and otherwise turned into useful [[clothing]] items, [[bags]], [[backpacks]], [[quivers]], or even sewn onto another item as a [[decoration|decorative image]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Loom&amp;diff=21595</id>
		<title>40d:Loom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Loom&amp;diff=21595"/>
		<updated>2007-11-07T19:59:15Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Loom is a construct (workshop) where your dwarves (or any other race) turn threads into [[cloth]]. It uses different plant and animal threads eg pigtail, rope reed, spider silk, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quern&amp;diff=3163</id>
		<title>40d:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quern&amp;diff=3163"/>
		<updated>2007-11-07T19:58:55Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: category fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Quern is the teeniest, tiniest workshop available.&lt;br /&gt;
A quern is used to [[mill]] plants, like the mill of the older version did. &lt;br /&gt;
Unlike the [[Millstone]], it does not require a power source, using dwarven labor instead.&lt;br /&gt;
That said, it is slower to produce finished product unless your dwarf is moderately strong.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if, like the screw pump, that excessive use will tire the dwarf using it.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1870</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1870"/>
		<updated>2007-11-07T19:34:38Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Carpenter's workshop */ ready to be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshops are the general area where work gets done.&lt;br /&gt;
They can be built from almost any material, from the {{K|b}}uild-&amp;gt;{{K|w}}orkshop menu.&lt;br /&gt;
To start a task at a workshop, press {{K|q}} and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
==[[Leather works]]==&lt;br /&gt;
&amp;lt;s&amp;gt;:Shortcut {{k|e}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Leather]]&lt;br /&gt;
:Items Made - Leather articles (Chaps, Leggings, [[Armor]], Bags etc)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Quern]]==&lt;br /&gt;
The quern is used to grind up certain plants to make flour and dye. It requires dwarven labor instead of a mechanical power source.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|q}}&lt;br /&gt;
:Materials Needed to Build - [[Quern (item)]]&lt;br /&gt;
:Materials Used - [[Mill#List of Millable Plants|Milled plant products�]]&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Millstone]]==&lt;br /&gt;
The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a [[water wheel]] or [[windmill]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|M}}&lt;br /&gt;
:Materials Needed to Build - [[millstone (item)]], [[mechanism]]s&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Loom]]==&lt;br /&gt;
:Shortcut {{k|o}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Cave spider]] [[silk]] thread, [[ropereed]] thread, [[pig tail]] thread&lt;br /&gt;
:Items Made - [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
==[[Clothier's shop]]==&lt;br /&gt;
:Shortcut {{k|k}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Material Used - [[Cloth]]&lt;br /&gt;
:Items Made - Clothing articles (trousers, shoes, tunics, boots, hoods, caps etc.)&lt;br /&gt;
&lt;br /&gt;
==[[Bowyer's workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;:Shortcut {{k|b}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]], [[Bone]] &lt;br /&gt;
:Items Made - [[Crossbow]]s&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Carpenter's workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;The carpenter's workshop can build wooden items such as beds, buckets, and barrels.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]]&lt;br /&gt;
:Items Made - [[Buckler]], [[Shield]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Armor stand]], [[Bed]], [[Chair]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Bin]], [[Chest]], [[Table]], [[Menacing spike]], [[Spiked ball]], [[Enormous corkscrew]], [[Pipe]] section&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Metalsmith's forge]]==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
:Materials Needed to Build - [[Anvil]]&lt;br /&gt;
:Materials Used - [[Metal]]&lt;br /&gt;
:Items Made - [[Weapon]]s, [[Ammunition]], [[Armor]], [[Furniture]], [[Bin]]s, [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==[[Jeweler's workshop]]==&lt;br /&gt;
:Shortcut {{k|j}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Rough [[gem]]s, Cut [[gem]]s, [[Furniture]], [[Ammunitions]], [[Craft]]s, [[Weapon]]s, Toys, Instruments, Mugs, Totems, Clothing, [[Armor]] &lt;br /&gt;
:Items Made - Cut [[gem]]s&lt;br /&gt;
:Actions performed - Decorate with gems&lt;br /&gt;
&lt;br /&gt;
==[[Mason's workshop]]==&lt;br /&gt;
The mason's workshop can build stone items like doors, tables, and chairs.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Stone]]&lt;br /&gt;
:Items Made - [[Armor stand]], [[Block]]s, [[Chair]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]],  [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]]&lt;br /&gt;
&lt;br /&gt;
==[[Butcher's shop]]==&lt;br /&gt;
:Shortcut {{k|u}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - Corpse, live animal marked as butcherable&lt;br /&gt;
:Items Made - [[Meat]], [[fat]], [[bone]], [[skull]], [[skin]], [[chunks]]&lt;br /&gt;
&lt;br /&gt;
==[[Tanner's shop]]==&lt;br /&gt;
:Shortcut {{k|n}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - hide&lt;br /&gt;
:Items Made - [[leather]]&lt;br /&gt;
&lt;br /&gt;
==[[Craftdwarf's workshop]]==&lt;br /&gt;
:Shortcut {{k|r}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Rock]], [[Wood]], [[Bone]], [[Shell]], [[Silk]], [[Plant fiber]]&lt;br /&gt;
:Items Made - [[Craft]]s, [[Mug]], [[Instrument]], [[Toy]], [[Short sword]], [[Bolt]]s, [[Totem]], [[Leggings]], [[Greaves]], [[Helm]]s, [[Gauntlet]]s&lt;br /&gt;
:Actions Performed -  Decorate With Bone, Decorate With Shell&lt;br /&gt;
&lt;br /&gt;
==[[Siege workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Wood]], [[Metal]]&lt;br /&gt;
:Items Made - [[Crossbow parts]], [[Ballista parts]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Mechanic's workshop]]==&lt;br /&gt;
This is where mechanics construct the basic parts used to set up all sorts of more complex mechanical systems, such as [[lever]]s, [[pressure plate]]s, [[trap]]s, and [[gear assembly|gear assemblies]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|t}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - [[stone]]&lt;br /&gt;
:Items Made - [[mechanism]]s&lt;br /&gt;
&lt;br /&gt;
== [[Still]] ==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|l}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Plants]], [[Barrel]]s&lt;br /&gt;
:Items Made - [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
A still is an apparatus used to distill liquid mixtures. It is a [[workshop]] in which plant material is converted into [[alcohol]] by a dwarf with the [[brewing]] labor enabled. [[Barrel]]s are required to hold the finished product.The still is also used to produce [[extracts]].&lt;br /&gt;
&lt;br /&gt;
==[[Farmer's workshop]]==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Milk]], Milkable animals, [[Plants]], [[Barrel]]s, [[Bags]], [[Vials]] &lt;br /&gt;
:Items Made - [[Cheese]], [[Sugar]], [[Quarry bush]] leaves, [[Milk]], animal extracts&lt;br /&gt;
&lt;br /&gt;
==[[Kitchen]]==&lt;br /&gt;
:Shortcut {{k|z}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Unrotten cookable item(s): [[Meat]], [[Fat]], [[Tallow]], [[Plants]], Certain live animals (Cave lobster)&lt;br /&gt;
:Items Made - [[Prepared food]] (Roasts, Biscuits)&lt;br /&gt;
&lt;br /&gt;
==[[Fishery]]==&lt;br /&gt;
:Shortcut {{k|h}} &lt;br /&gt;
:Materials Needed to Build - 1 wood or 1 stone&lt;br /&gt;
:Materials Used - Fish (obviously...), Turtle&lt;br /&gt;
:Items Made - Edible fish, Fish extracts&lt;br /&gt;
&lt;br /&gt;
==[[Alchemist's laboratory]]==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build - 3 clear glass [[vial]]s&lt;br /&gt;
:Materials Used - [[Pearlash]], Animal [[fat]]&lt;br /&gt;
:Items Made - [[Soap]]&lt;br /&gt;
&lt;br /&gt;
==[[Ashery]]==&lt;br /&gt;
:Shortcut {{k|y}}&lt;br /&gt;
:Materials Needed to Build - [[block]]s, empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made - [[Pearlash]], [[Potash]], [[Lye]]&lt;br /&gt;
&lt;br /&gt;
==[[Dyer's shop]]==&lt;br /&gt;
:Shortcut {{k|d}}&lt;br /&gt;
:Materials Needed to Build - empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Materials used - Threads, [[Cloth]], [[Dye]]s&lt;br /&gt;
:Items Made - Dyed [[cloth]], Dyed threads&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1869</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1869"/>
		<updated>2007-11-07T19:34:01Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Bowyer's workshop */ ready to be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshops are the general area where work gets done.&lt;br /&gt;
They can be built from almost any material, from the {{K|b}}uild-&amp;gt;{{K|w}}orkshop menu.&lt;br /&gt;
To start a task at a workshop, press {{K|q}} and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
==[[Leather works]]==&lt;br /&gt;
&amp;lt;s&amp;gt;:Shortcut {{k|e}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Leather]]&lt;br /&gt;
:Items Made - Leather articles (Chaps, Leggings, [[Armor]], Bags etc)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Quern]]==&lt;br /&gt;
The quern is used to grind up certain plants to make flour and dye. It requires dwarven labor instead of a mechanical power source.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|q}}&lt;br /&gt;
:Materials Needed to Build - [[Quern (item)]]&lt;br /&gt;
:Materials Used - [[Mill#List of Millable Plants|Milled plant products�]]&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Millstone]]==&lt;br /&gt;
The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a [[water wheel]] or [[windmill]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|M}}&lt;br /&gt;
:Materials Needed to Build - [[millstone (item)]], [[mechanism]]s&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Loom]]==&lt;br /&gt;
:Shortcut {{k|o}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Cave spider]] [[silk]] thread, [[ropereed]] thread, [[pig tail]] thread&lt;br /&gt;
:Items Made - [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
==[[Clothier's shop]]==&lt;br /&gt;
:Shortcut {{k|k}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Material Used - [[Cloth]]&lt;br /&gt;
:Items Made - Clothing articles (trousers, shoes, tunics, boots, hoods, caps etc.)&lt;br /&gt;
&lt;br /&gt;
==[[Bowyer's workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;:Shortcut {{k|b}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]], [[Bone]] &lt;br /&gt;
:Items Made - [[Crossbow]]s&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Carpenter's workshop]]==&lt;br /&gt;
The carpenter's workshop can build wooden items such as beds, buckets, and barrels.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]]&lt;br /&gt;
:Items Made - [[Buckler]], [[Shield]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Armor stand]], [[Bed]], [[Chair]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Bin]], [[Chest]], [[Table]], [[Menacing spike]], [[Spiked ball]], [[Enormous corkscrew]], [[Pipe]] section&lt;br /&gt;
&lt;br /&gt;
==[[Metalsmith's forge]]==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
:Materials Needed to Build - [[Anvil]]&lt;br /&gt;
:Materials Used - [[Metal]]&lt;br /&gt;
:Items Made - [[Weapon]]s, [[Ammunition]], [[Armor]], [[Furniture]], [[Bin]]s, [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==[[Jeweler's workshop]]==&lt;br /&gt;
:Shortcut {{k|j}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Rough [[gem]]s, Cut [[gem]]s, [[Furniture]], [[Ammunitions]], [[Craft]]s, [[Weapon]]s, Toys, Instruments, Mugs, Totems, Clothing, [[Armor]] &lt;br /&gt;
:Items Made - Cut [[gem]]s&lt;br /&gt;
:Actions performed - Decorate with gems&lt;br /&gt;
&lt;br /&gt;
==[[Mason's workshop]]==&lt;br /&gt;
The mason's workshop can build stone items like doors, tables, and chairs.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Stone]]&lt;br /&gt;
:Items Made - [[Armor stand]], [[Block]]s, [[Chair]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]],  [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]]&lt;br /&gt;
&lt;br /&gt;
==[[Butcher's shop]]==&lt;br /&gt;
:Shortcut {{k|u}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - Corpse, live animal marked as butcherable&lt;br /&gt;
:Items Made - [[Meat]], [[fat]], [[bone]], [[skull]], [[skin]], [[chunks]]&lt;br /&gt;
&lt;br /&gt;
==[[Tanner's shop]]==&lt;br /&gt;
:Shortcut {{k|n}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - hide&lt;br /&gt;
:Items Made - [[leather]]&lt;br /&gt;
&lt;br /&gt;
==[[Craftdwarf's workshop]]==&lt;br /&gt;
:Shortcut {{k|r}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Rock]], [[Wood]], [[Bone]], [[Shell]], [[Silk]], [[Plant fiber]]&lt;br /&gt;
:Items Made - [[Craft]]s, [[Mug]], [[Instrument]], [[Toy]], [[Short sword]], [[Bolt]]s, [[Totem]], [[Leggings]], [[Greaves]], [[Helm]]s, [[Gauntlet]]s&lt;br /&gt;
:Actions Performed -  Decorate With Bone, Decorate With Shell&lt;br /&gt;
&lt;br /&gt;
==[[Siege workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Wood]], [[Metal]]&lt;br /&gt;
:Items Made - [[Crossbow parts]], [[Ballista parts]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Mechanic's workshop]]==&lt;br /&gt;
This is where mechanics construct the basic parts used to set up all sorts of more complex mechanical systems, such as [[lever]]s, [[pressure plate]]s, [[trap]]s, and [[gear assembly|gear assemblies]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|t}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - [[stone]]&lt;br /&gt;
:Items Made - [[mechanism]]s&lt;br /&gt;
&lt;br /&gt;
== [[Still]] ==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|l}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Plants]], [[Barrel]]s&lt;br /&gt;
:Items Made - [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
A still is an apparatus used to distill liquid mixtures. It is a [[workshop]] in which plant material is converted into [[alcohol]] by a dwarf with the [[brewing]] labor enabled. [[Barrel]]s are required to hold the finished product.The still is also used to produce [[extracts]].&lt;br /&gt;
&lt;br /&gt;
==[[Farmer's workshop]]==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Milk]], Milkable animals, [[Plants]], [[Barrel]]s, [[Bags]], [[Vials]] &lt;br /&gt;
:Items Made - [[Cheese]], [[Sugar]], [[Quarry bush]] leaves, [[Milk]], animal extracts&lt;br /&gt;
&lt;br /&gt;
==[[Kitchen]]==&lt;br /&gt;
:Shortcut {{k|z}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Unrotten cookable item(s): [[Meat]], [[Fat]], [[Tallow]], [[Plants]], Certain live animals (Cave lobster)&lt;br /&gt;
:Items Made - [[Prepared food]] (Roasts, Biscuits)&lt;br /&gt;
&lt;br /&gt;
==[[Fishery]]==&lt;br /&gt;
:Shortcut {{k|h}} &lt;br /&gt;
:Materials Needed to Build - 1 wood or 1 stone&lt;br /&gt;
:Materials Used - Fish (obviously...), Turtle&lt;br /&gt;
:Items Made - Edible fish, Fish extracts&lt;br /&gt;
&lt;br /&gt;
==[[Alchemist's laboratory]]==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build - 3 clear glass [[vial]]s&lt;br /&gt;
:Materials Used - [[Pearlash]], Animal [[fat]]&lt;br /&gt;
:Items Made - [[Soap]]&lt;br /&gt;
&lt;br /&gt;
==[[Ashery]]==&lt;br /&gt;
:Shortcut {{k|y}}&lt;br /&gt;
:Materials Needed to Build - [[block]]s, empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made - [[Pearlash]], [[Potash]], [[Lye]]&lt;br /&gt;
&lt;br /&gt;
==[[Dyer's shop]]==&lt;br /&gt;
:Shortcut {{k|d}}&lt;br /&gt;
:Materials Needed to Build - empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Materials used - Threads, [[Cloth]], [[Dye]]s&lt;br /&gt;
:Items Made - Dyed [[cloth]], Dyed threads&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1868</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1868"/>
		<updated>2007-11-07T19:32:52Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Leather works */ ready to be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshops are the general area where work gets done.&lt;br /&gt;
They can be built from almost any material, from the {{K|b}}uild-&amp;gt;{{K|w}}orkshop menu.&lt;br /&gt;
To start a task at a workshop, press {{K|q}} and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
==[[Leather works]]==&lt;br /&gt;
&amp;lt;s&amp;gt;:Shortcut {{k|e}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Leather]]&lt;br /&gt;
:Items Made - Leather articles (Chaps, Leggings, [[Armor]], Bags etc)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Quern]]==&lt;br /&gt;
The quern is used to grind up certain plants to make flour and dye. It requires dwarven labor instead of a mechanical power source.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|q}}&lt;br /&gt;
:Materials Needed to Build - [[Quern (item)]]&lt;br /&gt;
:Materials Used - [[Mill#List of Millable Plants|Milled plant products�]]&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Millstone]]==&lt;br /&gt;
The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a [[water wheel]] or [[windmill]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|M}}&lt;br /&gt;
:Materials Needed to Build - [[millstone (item)]], [[mechanism]]s&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Loom]]==&lt;br /&gt;
:Shortcut {{k|o}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Cave spider]] [[silk]] thread, [[ropereed]] thread, [[pig tail]] thread&lt;br /&gt;
:Items Made - [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
==[[Clothier's shop]]==&lt;br /&gt;
:Shortcut {{k|k}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Material Used - [[Cloth]]&lt;br /&gt;
:Items Made - Clothing articles (trousers, shoes, tunics, boots, hoods, caps etc.)&lt;br /&gt;
&lt;br /&gt;
==[[Bowyer's workshop]]==&lt;br /&gt;
:Shortcut {{k|b}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]], [[Bone]] &lt;br /&gt;
:Items Made - [[Crossbow]]s&lt;br /&gt;
&lt;br /&gt;
==[[Carpenter's workshop]]==&lt;br /&gt;
The carpenter's workshop can build wooden items such as beds, buckets, and barrels.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]]&lt;br /&gt;
:Items Made - [[Buckler]], [[Shield]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Armor stand]], [[Bed]], [[Chair]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Bin]], [[Chest]], [[Table]], [[Menacing spike]], [[Spiked ball]], [[Enormous corkscrew]], [[Pipe]] section&lt;br /&gt;
&lt;br /&gt;
==[[Metalsmith's forge]]==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
:Materials Needed to Build - [[Anvil]]&lt;br /&gt;
:Materials Used - [[Metal]]&lt;br /&gt;
:Items Made - [[Weapon]]s, [[Ammunition]], [[Armor]], [[Furniture]], [[Bin]]s, [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==[[Jeweler's workshop]]==&lt;br /&gt;
:Shortcut {{k|j}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Rough [[gem]]s, Cut [[gem]]s, [[Furniture]], [[Ammunitions]], [[Craft]]s, [[Weapon]]s, Toys, Instruments, Mugs, Totems, Clothing, [[Armor]] &lt;br /&gt;
:Items Made - Cut [[gem]]s&lt;br /&gt;
:Actions performed - Decorate with gems&lt;br /&gt;
&lt;br /&gt;
==[[Mason's workshop]]==&lt;br /&gt;
The mason's workshop can build stone items like doors, tables, and chairs.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Stone]]&lt;br /&gt;
:Items Made - [[Armor stand]], [[Block]]s, [[Chair]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]],  [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]]&lt;br /&gt;
&lt;br /&gt;
==[[Butcher's shop]]==&lt;br /&gt;
:Shortcut {{k|u}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - Corpse, live animal marked as butcherable&lt;br /&gt;
:Items Made - [[Meat]], [[fat]], [[bone]], [[skull]], [[skin]], [[chunks]]&lt;br /&gt;
&lt;br /&gt;
==[[Tanner's shop]]==&lt;br /&gt;
:Shortcut {{k|n}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - hide&lt;br /&gt;
:Items Made - [[leather]]&lt;br /&gt;
&lt;br /&gt;
==[[Craftdwarf's workshop]]==&lt;br /&gt;
:Shortcut {{k|r}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Rock]], [[Wood]], [[Bone]], [[Shell]], [[Silk]], [[Plant fiber]]&lt;br /&gt;
:Items Made - [[Craft]]s, [[Mug]], [[Instrument]], [[Toy]], [[Short sword]], [[Bolt]]s, [[Totem]], [[Leggings]], [[Greaves]], [[Helm]]s, [[Gauntlet]]s&lt;br /&gt;
:Actions Performed -  Decorate With Bone, Decorate With Shell&lt;br /&gt;
&lt;br /&gt;
==[[Siege workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Wood]], [[Metal]]&lt;br /&gt;
:Items Made - [[Crossbow parts]], [[Ballista parts]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Mechanic's workshop]]==&lt;br /&gt;
This is where mechanics construct the basic parts used to set up all sorts of more complex mechanical systems, such as [[lever]]s, [[pressure plate]]s, [[trap]]s, and [[gear assembly|gear assemblies]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|t}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - [[stone]]&lt;br /&gt;
:Items Made - [[mechanism]]s&lt;br /&gt;
&lt;br /&gt;
== [[Still]] ==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|l}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Plants]], [[Barrel]]s&lt;br /&gt;
:Items Made - [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
A still is an apparatus used to distill liquid mixtures. It is a [[workshop]] in which plant material is converted into [[alcohol]] by a dwarf with the [[brewing]] labor enabled. [[Barrel]]s are required to hold the finished product.The still is also used to produce [[extracts]].&lt;br /&gt;
&lt;br /&gt;
==[[Farmer's workshop]]==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Milk]], Milkable animals, [[Plants]], [[Barrel]]s, [[Bags]], [[Vials]] &lt;br /&gt;
:Items Made - [[Cheese]], [[Sugar]], [[Quarry bush]] leaves, [[Milk]], animal extracts&lt;br /&gt;
&lt;br /&gt;
==[[Kitchen]]==&lt;br /&gt;
:Shortcut {{k|z}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Unrotten cookable item(s): [[Meat]], [[Fat]], [[Tallow]], [[Plants]], Certain live animals (Cave lobster)&lt;br /&gt;
:Items Made - [[Prepared food]] (Roasts, Biscuits)&lt;br /&gt;
&lt;br /&gt;
==[[Fishery]]==&lt;br /&gt;
:Shortcut {{k|h}} &lt;br /&gt;
:Materials Needed to Build - 1 wood or 1 stone&lt;br /&gt;
:Materials Used - Fish (obviously...), Turtle&lt;br /&gt;
:Items Made - Edible fish, Fish extracts&lt;br /&gt;
&lt;br /&gt;
==[[Alchemist's laboratory]]==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build - 3 clear glass [[vial]]s&lt;br /&gt;
:Materials Used - [[Pearlash]], Animal [[fat]]&lt;br /&gt;
:Items Made - [[Soap]]&lt;br /&gt;
&lt;br /&gt;
==[[Ashery]]==&lt;br /&gt;
:Shortcut {{k|y}}&lt;br /&gt;
:Materials Needed to Build - [[block]]s, empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made - [[Pearlash]], [[Potash]], [[Lye]]&lt;br /&gt;
&lt;br /&gt;
==[[Dyer's shop]]==&lt;br /&gt;
:Shortcut {{k|d}}&lt;br /&gt;
:Materials Needed to Build - empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Materials used - Threads, [[Cloth]], [[Dye]]s&lt;br /&gt;
:Items Made - Dyed [[cloth]], Dyed threads&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11635</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11635"/>
		<updated>2007-11-07T19:28:44Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Invasion */  made a siege link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
Most new players will lose their first few forts; if you lose a fortress, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal 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;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional picks from your Outpost Liaison, who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no soil to build on, it is possible you will not be able to establish farms.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your animals, [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===Dehydration===&lt;br /&gt;
&lt;br /&gt;
One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]].  Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
[[Brewing]] can alleviate these problems, but in the future brewing will also require water.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in (probably) all 26 directions. It is also worth remembering that, unlike water, magma will not warn you if you dig a hole in a wall diagonally to a the source.&lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to 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;
===Invasion===&lt;br /&gt;
&lt;br /&gt;
The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[defense]]s, such as a [[moat]], a hoard of goblins on your doorstep can be deadly.&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=324</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=324"/>
		<updated>2007-11-07T19:23:14Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* B and E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. That leaves 25 rules to go. (Sorry, my [http://en.wikipedia.org/wiki/Nomic nomic] instincts flared up.) --[[User:Peristarkawan|Peristarkawan]]&lt;br /&gt;
&lt;br /&gt;
* '''B'''eauty: Try to make things look pretty.&lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''rama Bomb: Please, let's be civilized and limit the flamewars, personal attacks and insults. &lt;br /&gt;
&lt;br /&gt;
* '''E'''dit: Be bold! If you have something to add, then add it. Don't tread lightly for fear of miffing someone - disagreements can be civilly resolved once they crop up.&lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Try to avoid creating one-liner pages without links. Add as much pertinent information as you can.&lt;br /&gt;
&lt;br /&gt;
* '''G'''ravitas (corollary to '''F'''acts): Try to avoid creating pages for topics about which there is little of substance to say. Creating such a page will waste your time and the time of the reader who ends up there. For example, we don't need a page for every different type of alcohol that exists in the game; all that needs to be said about the topic (possibly including a list of alcohols) can easily be said in a single, general page on [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Try to organize the content of each page into sections of related information. The heading of each section should follow the style for '''N'''ames.&lt;br /&gt;
&lt;br /&gt;
* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Keys to be pressed should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;span style=&amp;quot;font-family:monospace&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''N'''ames: The titles of new pages should be singular nouns, with only the first word capitalized. Example: ''Screw pump'', not ''Screw Pump'' or ''Screw pumps''. The exceptions to these rules are for terms that are always plural and for proper nouns.&lt;br /&gt;
&lt;br /&gt;
* '''P'''review: Use the preview button to avoid cluttering the history of a page.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles.&lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now.&amp;lt;nowiki&amp;gt;{{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''U'''ser pages: '''D'''rama Bomb is the only rule that applies to User: and Talk:User: pages.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Enforcing consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rule discussion == &lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
&lt;br /&gt;
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== B and E ===&lt;br /&gt;
&lt;br /&gt;
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)&lt;br /&gt;
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)&lt;br /&gt;
::Well, the Alphabet rule does describe them as rules.  But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They will simply be replaced by &amp;quot;real&amp;quot; rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6092</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6092"/>
		<updated>2007-11-07T10:27:16Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: When all sections are marked like this, the page is ready to be made into a redirect to :category:workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make one page for each workshop, add them to [[:category:workshops]] and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ive made [[siege workshop]] and marked that section of the article with &amp;lt;s&amp;gt;strikout&amp;lt;/s&amp;gt;. When all sections are marked like this, the page is ready to be made into a redirect to [[:category:workshops]]. --[[User:Mizipzor|Mizipzor]] 05:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).--[[User:Matryx|Matryx]] 05:43, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::TSK is kinda obviously &amp;quot;task&amp;quot; and HAM SWD etc are, in the context used, obviously weapons.&lt;br /&gt;
:::I did import and revise the [[clutter]] page, though. --[[User:Savok|Savok]] 20:26, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I dont think ''everything'' is obvious to ''everyone''. I vote for a [[contractions]]. --[[User:Mizipzor|Mizipzor]] 05:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1856</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1856"/>
		<updated>2007-11-07T10:25:37Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Siege workshop */  workshop has its own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshops are the general area where work gets done.&lt;br /&gt;
They can be built from almost any material, from the {{K|b}}uild-&amp;gt;{{K|w}}orkshop menu.&lt;br /&gt;
To start a task at a workshop, press {{K|q}} and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
==[[Leather works]]==&lt;br /&gt;
:Shortcut {{k|e}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - Leather&lt;br /&gt;
:Items Made - Leather articles (chaps, leggings, armour, bags etc)&lt;br /&gt;
&lt;br /&gt;
==[[Quern]]==&lt;br /&gt;
The quern is used to grind up certain plants to make flour and dye. It requires dwarven labor instead of a mechanical power source.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|q}}&lt;br /&gt;
:Materials Needed to Build - [[Quern (item)]]&lt;br /&gt;
:Materials Used - [[Mill#List of Millable Plants|Milled plant products�]]&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Millstone]]==&lt;br /&gt;
The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a [[water wheel]] or [[windmill]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|M}}&lt;br /&gt;
:Materials Needed to Build - [[millstone (item)]], [[mechanism]]s&lt;br /&gt;
:Items Made - [[Mill#List of Millable Plants|Milled plant products]]&lt;br /&gt;
&lt;br /&gt;
==[[Loom]]==&lt;br /&gt;
:Shortcut {{k|o}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Cave spider]] [[silk]] thread, [[ropereed]] thread, [[pig tail]] thread&lt;br /&gt;
:Items Made - [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
==[[Clothier's shop]]==&lt;br /&gt;
:Shortcut {{k|k}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Material Used - [[Cloth]]&lt;br /&gt;
:Items Made - Clothing articles (trousers, shoes, tunics, boots, hoods, caps etc.)&lt;br /&gt;
&lt;br /&gt;
==[[Bowyer's workshop]]==&lt;br /&gt;
:Shortcut {{k|b}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]] &lt;br /&gt;
:Items Made - [[Crossbow]]s&lt;br /&gt;
&lt;br /&gt;
==[[Carpenter's workshop]]==&lt;br /&gt;
The carpenter's workshop can build wooden items such as beds, buckets, and barrels.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Wood]]&lt;br /&gt;
:Items Made - [[Buckler]], [[Shield]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Armor stand]], [[Bed]], [[Chair]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Bin]], [[Chest]], [[Table]], [[Menacing spike]], [[Spiked ball]], [[Enormous corkscrew]], [[Pipe]] section&lt;br /&gt;
&lt;br /&gt;
==[[Metalsmith's forge]]==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
:Materials Needed to Build - [[Anvil]]&lt;br /&gt;
:Materials Used - [[Metal]]&lt;br /&gt;
:Items Made - [[Weapon]]s, [[Ammunition]], [[Armor]], [[Furniture]], [[Bin]]s, [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==[[Jeweler's workshop]]==&lt;br /&gt;
:Shortcut {{k|j}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - Rough [[gem]]s, cut [[gem]]s, [[furniture]], [[ammunitions]], crafts, [[weapon]]s, toys, instruments, mugs, totems &lt;br /&gt;
:Items Made - Cut [[gem]]s&lt;br /&gt;
:Actions performed - Decorate with gems&lt;br /&gt;
&lt;br /&gt;
==[[Mason's workshop]]==&lt;br /&gt;
The mason's workshop can build stone items like doors, tables, and chairs.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Materials Used - [[Stone]]&lt;br /&gt;
:Items Made - [[Armor stand]], [[Block]]s, [[Chair]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]],  [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]]&lt;br /&gt;
&lt;br /&gt;
==[[Butcher's shop]]==&lt;br /&gt;
:Shortcut {{k|u}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - Corpse, live animal marked as butcherable&lt;br /&gt;
:Items Made - [[Meat]], [[fat]], [[bone]], [[skull]], [[skin]], [[chunks]]&lt;br /&gt;
&lt;br /&gt;
==[[Tanner's shop]]==&lt;br /&gt;
:Shortcut {{k|n}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - hide&lt;br /&gt;
:Items Made - [[leather]]&lt;br /&gt;
&lt;br /&gt;
==[[Craftdwarf's workshop]]==&lt;br /&gt;
:Shortcut {{k|r}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Rock]], [[Wood]], [[Bone]], [[Shell]], [[Silk]], [[Plant fiber]]&lt;br /&gt;
:Items Made - [[Craft]]s, [[Mug]], [[Instrument]], [[Toy]], [[Short sword]], [[Bolt]]s, [[Totem]], [[Leggings]], [[Greaves]], [[Helm]]s, [[Gauntlet]]s&lt;br /&gt;
:Actions Performed -  Decorate With Bone, Decorate With Shell&lt;br /&gt;
&lt;br /&gt;
==[[Siege workshop]]==&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Wood]], [[Metal]]&lt;br /&gt;
:Items Made - [[Crossbow parts]], [[Ballista parts]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Mechanic's workshop]]==&lt;br /&gt;
This is where mechanics construct the basic parts used to set up all sorts of more complex mechanical systems, such as [[lever]]s, [[pressure plate]]s, [[trap]]s, and [[gear assembly|gear assemblies]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|t}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - [[stone]]&lt;br /&gt;
:Items Made - [[mechanism]]s&lt;br /&gt;
&lt;br /&gt;
== [[Still]] ==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|l}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Plants]], [[Barrel]]s&lt;br /&gt;
:Items Made - [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Still&amp;quot; is short for &amp;quot;distillery&amp;quot;. It is a [[workshop]] in which plant material is converted into [[alcohol]] by a dwarf with the [[brewing]] labor enabled. [[Barrel]]s are required to hold the finished product.The still is also used to produce [[extracts]].&lt;br /&gt;
&lt;br /&gt;
==[[Farmer's workshop]]==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build - &lt;br /&gt;
:Materials Used - [[Milk]], Milkable animals, [[Plants]], [[Barrel]]s, [[Bags]], [[Vials]] &lt;br /&gt;
:Items Made - [[Cheese]], [[Sugar]], [[Quarry bush]] leaves, [[Milk]], animal extracts&lt;br /&gt;
&lt;br /&gt;
==[[Kitchen]]==&lt;br /&gt;
:Shortcut {{k|z}}&lt;br /&gt;
:Materials Needed to Build&lt;br /&gt;
:Materials Used - unrotten cookable item(s)&lt;br /&gt;
:Items Made - [[prepared food]] (roasts, biscuits) &lt;br /&gt;
&lt;br /&gt;
==[[Fishery]]==&lt;br /&gt;
:Shortcut {{k|h}} &lt;br /&gt;
:Materials Needed to Build - 1 wood or 1 stone&lt;br /&gt;
:Items Made - Edible fish, Fish extracts&lt;br /&gt;
&lt;br /&gt;
==[[Alchemist's laboratory]]==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build - 3 clear glass [[vial]]s&lt;br /&gt;
:Items Made - [[Soap]]&lt;br /&gt;
&lt;br /&gt;
==[[Ashery]]==&lt;br /&gt;
:Shortcut {{k|y}}&lt;br /&gt;
:Materials Needed to Build - [[block]]s, empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Items Made - [[Pearlash]], [[Potash]], [[Lye]]&lt;br /&gt;
&lt;br /&gt;
==[[Dyer's shop]]==&lt;br /&gt;
:Shortcut {{k|d}}&lt;br /&gt;
:Materials Needed to Build - empty [[barrel]], empty [[bucket]]&lt;br /&gt;
:Materials used - Threads, [[Cloth]], [[Dye]]s&lt;br /&gt;
:Items Made - Dyed [[cloth]], Dyed threads&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_workshop&amp;diff=22938</id>
		<title>40d:Siege workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_workshop&amp;diff=22938"/>
		<updated>2007-11-07T10:24:23Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: created from info found in workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Siege workshop|key=s|job=Siege operator{{verify}}&lt;br /&gt;
|construction=&lt;br /&gt;
|construction_job=Siege operator{{verify}}&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Crossbow]] parts&lt;br /&gt;
* [[Ballista]] parts&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6091</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6091"/>
		<updated>2007-11-07T10:11:06Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make one page for each workshop, add them to [[:category:workshops]] and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).--[[User:Matryx|Matryx]] 05:43, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::TSK is kinda obviously &amp;quot;task&amp;quot; and HAM SWD etc are, in the context used, obviously weapons.&lt;br /&gt;
:::I did import and revise the [[clutter]] page, though. --[[User:Savok|Savok]] 20:26, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I dont think ''everything'' is obvious to ''everyone''. I vote for a [[contractions]]. --[[User:Mizipzor|Mizipzor]] 05:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5075</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5075"/>
		<updated>2007-11-07T00:41:31Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11754</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11754"/>
		<updated>2007-11-06T22:56:50Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* AutoHotKey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
&lt;br /&gt;
Crap, can't finish this, or even format it properly because my connection is flaking out when I try to submit to the wiki.--[[User:Trukkle|Trukkle]] 20:28, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1551</id>
		<title>40d:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1551"/>
		<updated>2007-11-06T16:38:31Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* Destroying Stairs */  correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stairs''' allow [[dwarves]] and other creatures to travel from one square to the square directly below or above. They are distinct from [[ramp]]s, which allow movement from one square to a horizontally adjacent square that is one level below or above.&lt;br /&gt;
&lt;br /&gt;
== Creating Stairs ==&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways: &lt;br /&gt;
*You can use the [[designations]] menu ({{K|d}}) to carve them out of a wall of unmined material.&lt;br /&gt;
*You can use the build menu ({{K|b}} -&amp;gt; {{K|C}}) to construct them in an open tile using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
In order for stairs to be usable, you must construct stairs on both of the levels that you wish to connect (An up stair connecting to a down stair). However, a Down or Up stair will give you sufficient access to the adjacent level to build connecting stairs. This means you can dig directly downwards or even directly upwards using stairs without needing any other forms of access to the area.&lt;br /&gt;
&lt;br /&gt;
Using an Up/Down stair (Which goes both up and down on the same tile) you can dig a straight vertical shaft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destroying Stairs ==&lt;br /&gt;
&lt;br /&gt;
Depending on the method used to create the stairs, they can be removed using one of two different ways:&lt;br /&gt;
&lt;br /&gt;
*If the stairs were created using the [[designations]] menu, the following information applies:&lt;br /&gt;
&lt;br /&gt;
Only up stairs can currently be removed through the designation menu but a new floor can be built over a downstairs to effectively remove them.&lt;br /&gt;
To destroy up stairs, use the &amp;quot;Remove Up Stairs/Ramps&amp;quot; command in the [[designations]] menu: {{k|d}} -&amp;gt; {{k|z}}.&lt;br /&gt;
To remove down stairs, use the &amp;quot;Site a Building&amp;quot; menu and build a floor over them (b-C-f).&lt;br /&gt;
&lt;br /&gt;
*If the stairs were constructed using the build menu, the following information applies:&lt;br /&gt;
&lt;br /&gt;
Stairs, as well as any type of construction built using {{K|b}} -&amp;gt; {{K|C}} can be removed using the &amp;quot;remove construction&amp;quot; designation {{K|d}} -&amp;gt; {{K|n}}.&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=16867</id>
		<title>User talk:VengefulDonut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=16867"/>
		<updated>2007-11-06T15:33:20Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Especially so since the wiki is being remade, we're very glad to have you here.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we request that you try to follow DFwiki standards, I've made a list of basic guidelines to follow:&amp;lt;br&amp;gt;&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;quot;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if Javascript is enabled.&lt;br /&gt;
* Avoid making a dozen small edits to a page, and instead make one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.&lt;br /&gt;
** I saw that you are making many small edits, did you know you can use the &amp;quot;'''Show preview'''&amp;quot; button to see how the page will look before saving it? --[[User:Mizipzor|Mizipzor]] 10:33, 6 November 2007 (EST)&lt;br /&gt;
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. As indents are created with :'s at the begining of line, you'd use ::::: at the begining if you were replying to a 4-indent comment.&lt;br /&gt;
* [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|Follow the rules.]]&lt;br /&gt;
--[[User:Savok|Savok]] 15:01, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
If the only info we have on things like [[Anhydrite]] is that they appear in gypsum clusters, why not just redirect to [[Gypsum]] and list them there? --[[User:Turgid Bolk|Turgid Bolk]] 17:40, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uberubert&amp;diff=21976</id>
		<title>User talk:Uberubert</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uberubert&amp;diff=21976"/>
		<updated>2007-11-06T15:19:29Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: New page: When editing a page, instead of saving the page directly and then spot the errors, forcing another edit and thus clogging the recent changes list, use the preview button to see how the pag...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When editing a page, instead of saving the page directly and then spot the errors, forcing another edit and thus clogging the recent changes list, use the preview button to see how the page will look. Its located just right of the &amp;quot;'''Save page'''&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Also, when sending someone messages through thier talk pages, dont forget to sign them with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; so they know who the message is from. --[[User:Mizipzor|Mizipzor]] 10:19, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Silver&amp;diff=14025</id>
		<title>40d:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Silver&amp;diff=14025"/>
		<updated>2007-11-06T14:28:59Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: verify tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:metals]]&lt;br /&gt;
&lt;br /&gt;
50% Weapon Damage{{verify}}&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6089</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6089"/>
		<updated>2007-11-06T13:12:30Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make one page for each workshop, add them to [[:category:workshops]] and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).--[[User:Matryx|Matryx]] 05:43, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alloy&amp;diff=21763</id>
		<title>40d Talk:Alloy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alloy&amp;diff=21763"/>
		<updated>2007-11-06T13:10:15Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this should be merged with [[metal]]. It isn't adding much that the metal article doesnt cover [[User:VengefulDonut|VengefulDonut]] 08:07, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I agree. --[[User:Mizipzor|Mizipzor]] 08:10, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=314</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=314"/>
		<updated>2007-11-06T13:09:29Z</updated>

		<summary type="html">&lt;p&gt;Mizipzor: /* We are doing this! Let us do it right. */ B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. That leaves 25 rules to go. (Sorry, my [http://en.wikipedia.org/wiki/Nomic nomic] instincts flared up.) --[[User:Peristarkawan|Peristarkawan]]&lt;br /&gt;
&lt;br /&gt;
* '''B'''e sure to use the '''preview button!'''&lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''rama Bomb: Please, let's be civilized and limit the flamewars, personal attacks and insults. &lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Try to avoid creating one-liner pages without links. Add as much pertinent information as you can.&lt;br /&gt;
&lt;br /&gt;
* '''G'''ravitas (corollary to '''F'''acts): Try to avoid creating pages for topics about which there is little of substance to say. Creating such a page will waste your time and the time of the reader who ends up there. For example, we don't need a page for every different type of alcohol that exists in the game; all that needs to be said about the topic (possibly including a list of alcohols) can easily be said in a single, general page on [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Try to organize the content of each page into sections of related information. The heading of each section should follow the style for '''P'''age titles.&lt;br /&gt;
&lt;br /&gt;
* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images made with the default tileset should always be in .png format.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Keys to be pressed should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;span style=&amp;quot;font-family:monospace&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''P'''age titles: The titles of new pages should be singular nouns, with only the first word capitalized. Example: ''Screw pump'', not ''Screw Pump'' or ''Screw pumps''. The exceptions to these rules are for terms that are always plural and for proper nouns.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles.&lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now.&amp;lt;nowiki&amp;gt;{{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''U'''ser pages: D is the only rule that applies to User: and Talk:User: pages.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Enforcing Consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
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== Templates? ==&lt;br /&gt;
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Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
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:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
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== Forum references ==&lt;br /&gt;
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Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
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== Crops categories ==&lt;br /&gt;
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My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
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Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
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== Rule discussion == &lt;br /&gt;
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=== A ===&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
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:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
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:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
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::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
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:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mizipzor</name></author>
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