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		<id>https://dwarffortresswiki.org/index.php?title=Tree_farming&amp;diff=238593</id>
		<title>Tree farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree_farming&amp;diff=238593"/>
		<updated>2018-11-25T20:14:50Z</updated>

		<summary type="html">&lt;p&gt;MoQ: add link to tile attributes page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tree Farming''' is the process of creating and managing an environment in which saplings can safely form and mature into [[tree]]s. Since planting trees is not currently possible without mods, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]] or to create an orchard stocked with valuable plant products. Tree farms require a moderate area and may not produce fast enough for impatient players due to the growth times involved.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. A tree farm must be at least two [[z-level]]s tall (though additional z-levels can increase yield) with a [[soil]] or [[irrigation|muddied]] stone floor. Walling off (and optionally roofing over) an outside area may suffice, but larger projects are possible below ground. Note that underground plants (including trees) will only grow after a [[cavern]] has been breached.&lt;br /&gt;
&lt;br /&gt;
===Aboveground===&lt;br /&gt;
&lt;br /&gt;
Walling off an existing plot of trees can provide a safe environment for [[plant gathering]] and [[woodcutting]], even during a [[siege]]. A roof is necessary to fully protect from [[climber|climbing]] and [[flying]] enemies, though a sufficiently-high block wall can stop most threats. If your embark has a wooded valley you can reduce your material and labor costs significantly by incorporating it into your design.&lt;br /&gt;
&lt;br /&gt;
There is a discussion involving creating a large culled Orchard at this website     https://redd.it/71fy5m&lt;br /&gt;
&lt;br /&gt;
===Top soil===&lt;br /&gt;
&lt;br /&gt;
If your embark has at least two [[soil]] layers, you can create a simple tree farm by channeling down two or more layers from the surface then roofing over the hole. Surface trees will grow on &amp;quot;[[Tile_attributes|Light Indoor]]&amp;quot; tiles, allowing the creation of an indoor orchard or tree farm.&lt;br /&gt;
&lt;br /&gt;
===Subterranean soil===&lt;br /&gt;
&lt;br /&gt;
If your embark has at least three [[soil]] layers, the fastest way to create an underground tree farm is by channeling out two or more subterranean soil layers while leaving the bottom soil floor intact.  Since soil is easily mined and requires no [[irrigation]] this is probably the easiest option if available. Note, however, that your farm might experience &amp;quot;light leakage&amp;quot; and &amp;quot;branch collapse&amp;quot; problems if you mine out the layer directly below the surface.&lt;br /&gt;
&lt;br /&gt;
===Caverns===&lt;br /&gt;
[[Image:DF2014_tree_farm.png|thumb|right|350px|An irrigated tree farm]]&lt;br /&gt;
&lt;br /&gt;
If you find a suitably-sized muddy cavern you can opt to just use that as a tree farm. Walling it off provides safety against migrating &amp;quot;wildlife&amp;quot;. Existing caverns can be enlarged by channeling out layers above the soil, but any horizontal expansion will need to be [[irrigation|irrigated]]. Note: causing a [[cave-in]] to clear overhanging stone will damage the mud floors, requiring re-[[irrigation]].&lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your next option is to dig out a large underground space, haul out the waste rock, and flood it. Locate several suitable levels and set your miners to work. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with liquid spread thin over open areas. [[Aquifer]]s, [[river]]s, and [[underground lake]]s make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space on a lower level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about three years of growing before trees reach minimal harvest size. In this time a few may show up early, but the majority will mature as a group within the span of a month of in-game time. After the first group of trees appear, trees will show up slightly more frequently and steadily as time progresses.&lt;br /&gt;
&lt;br /&gt;
Certain trees (especially underground -caps) produce only one or two logs, even when fully grown. For optimum yield, those trees should be harvested as soon as they reach minimum size. Other more productive trees ([[blood thorn]]s, [[fungiwood]], and [[spore tree]]s) can be allowed to continue growing for much larger returns.&lt;br /&gt;
&lt;br /&gt;
Your tree farm can be specialized into an orchard indirectly, by allowing desired trees to continue growing and cutting down any undesired trees. Note that there is an upper limit to the number of same-species trees that will grow in an area; specializing on two or more species is recommended for optimum production.&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as [[pasture]]s, but trampling may lead to lowered wood production in the area occupied by grazers. It is generally advisable to create separate pasture and tree farming areas since pastures do not require multiple z-levels of open space.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Trees will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the productive area of your farm.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not form in artificial areas until a cavern has been breached. Underground saplings will die if marked as {{DFtext|Outside|3:1}}.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the [[biome]] your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;br /&gt;
&lt;br /&gt;
Harvested trees sometimes remove mud from their growth tile. For long-term sustainable production non-soil tree farms will need occasional [[irrigation]].{{bug|9951}}&lt;br /&gt;
&lt;br /&gt;
Large tree farms can have a ridiculous impact on [[framerate]]s, particularly when displayed on-screen.{{bug|8877}} Multi-tile trees produce much more wood than their single-tile counterparts, so a gigantic tree farm probably isn't necessary. It may be best to create multiple small tree farms (on separate levels) as your fortress's needs increase instead of one [[megaproject]] farm.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dák ivom | elvish = thelire tòbafí | goblin = tonspe gotåm | human = akan ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
{{Category|Agriculture}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Tree farming]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=238460</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=238460"/>
		<updated>2018-11-13T04:29:46Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Organize into adventure mode &amp;amp; fortress mode sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode Exploits ==&lt;br /&gt;
&lt;br /&gt;
=== Atom smasher ===&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Manager exercise program===&lt;br /&gt;
As a [[manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
===Merchant swindles===&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
=== Quantum stockpiles ===&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
=== Building destroyer door ===&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== HFS's back door ===&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Forgotten beast zoo ===&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven water reactor ===&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
=== And we'll throw in the barrel or bag for free ===&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
=== Infinite metal ===&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
=== Quick trade goods ===&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can be a very lucrative business. For example, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. Glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
=== Silk farm ===&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven road-dar ===&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
=== Danger room ===&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spear, or even [[elf|Elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
=== Coinstar room ===&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. [[Seed]]s, [[sock]]s, [[leaves]], and other small, light objects will also work. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Wildlife control ===&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
=== Portable drain ===&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
=== Dwarven rocket elevator  ===&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Exploits ==&lt;br /&gt;
&lt;br /&gt;
=== Urist McAdventurer the shield-wall ===&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
=== Infinite drink in adventure mode ===&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
=== Backpack of holding ===&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still effect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=238459</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=238459"/>
		<updated>2018-11-13T04:22:05Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* Merchant swindles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still effect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can be a very lucrative business. For example, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. Glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spear, or even [[elf|Elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. [[Seed]]s, [[sock]]s, [[leaves]], and other small, light objects will also work. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=238458</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=238458"/>
		<updated>2018-11-13T04:19:37Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* Merchant swindles */  Cleanup of subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still effect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can be a very lucrative business. For example, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. Glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spear, or even [[elf|Elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. [[Seed]]s, [[sock]]s, [[leaves]], and other small, light objects will also work. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Micromanaging_tricks&amp;diff=238417</id>
		<title>Micromanaging tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Micromanaging_tricks&amp;diff=238417"/>
		<updated>2018-11-09T05:02:20Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Break up mining micromanagement into prioritization-based section and an advanced tips section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:08, 19 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
While some aspects of Dwarf Fortress appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*Use a [[civilian alert]] [[burrow]] to keep your dwarves in - and out of - specific locations.&lt;br /&gt;
*Instantly locking [[door]]s can reliably keep a dwarf in a specific location (and doing a specific job), or prevent them from doing something ridiculously stupid.&lt;br /&gt;
*Order a dwarf to go to a specific location by building an unconnected [[lever]], setting the profile on the lever to the specific dwarf, then ordering the lever be pulled. This works for Nobles too, but can be delayed by any other jobs the dwarf is currently tasked with.&lt;br /&gt;
*Order a dwarf to go to a specific area by drafting him into the [[military]] and issuing a &amp;quot;move&amp;quot; (station) order. Note that this can make your dwarf charge *towards* any nearby enemies.&lt;br /&gt;
*You can burrow children (eventually) by assigning them to the burrow and to beds inside. Once they take a sleep job inside the burrow they will be unlikely to leave the burrow. You can stock the safe room with food, drink, and beds and leave the children there permanently.&lt;br /&gt;
*Cancel a &amp;quot;Store item in stockpile&amp;quot; job by finding the item in question and [[forbid]]ding it. This can keep your dwarves from running through an active battlefield to collect the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu.&lt;br /&gt;
*If you stop an active task in progress via joblist {{K|j}}-{{K|r}} the dwarf may not accept similar jobs for about a week.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
*The default priority for mining can be counter-intuitive to new users. To avoid miners running from one side of the fort to another for no apparent reason, it is recommend to designate areas to mine in batches with a unique priority. Designation priority explanation here: [[DF2014:Designations_menu#Priority]].&lt;br /&gt;
&lt;br /&gt;
[[File:Designation_example.png|thumb|An example of mining micromanagement via prioritization]]&lt;br /&gt;
&lt;br /&gt;
==Advanced Mining Micromanagement==&lt;br /&gt;
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).&lt;br /&gt;
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).&lt;br /&gt;
*Use a locked [[door]] or [[burrow]]s to limit mining in a specific area to a single dwarf (reliably prevents channeling &amp;quot;[[cave-in|accidents]]&amp;quot;). Designate one tile for mining, wait until your dwarf is through the door, then lock it and designate all the tiles to be mined. Don't forget to free your miner after the work is complete.&lt;br /&gt;
*Remove a mining designation then re-designate it to transfer the job from a distant/slow dwarf to a close/fast dwarf who has already completed all the other mining in a specific area (will not work if the nearby dwarf has already taken another job elsewhere).&lt;br /&gt;
*After finishing a mining job, miners will automatically accept any adjacent mining jobs before reevaluating jobs by priority. Note that this does not work if the adjacent job has already been claimed by a different miner. (To avoid that you can distract your other miners with higher-priority designations elsewhere.)&lt;br /&gt;
*Single-tile wide tunnels are the most efficient designation. Use diagonal corners to avoid exposing two designated tiles (which will result in another free miner taking one  of the two and potentially delaying mining significantly).&lt;br /&gt;
*To keep a single miner working in one area, you can manually designate one new mining tile immediately after he completes the previous one. (Best for limited jobs in high-risk areas; for larger jobs a locked door or burrow is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
*Buildings are prioritized according to a LIFO (last in first out) queue, meaning your most recently ordered [[construction]] will be built first. To increase priority on a previously-ordered construction, cancel it and re-order the construction.&lt;br /&gt;
*Designate a stockpile/dump near large construction projects so your masons/carpenters/metalworkers don't have to carry the construction materials across the map by themselves.&lt;br /&gt;
*If using a local stockpile, only order construction of as many buildings as can be supplied by your stockpile--any additional constructions will A) result in your builders dragging material across the map, and B) be completed *first*, so your stockpile won't deplete and your haulers won't be able to haul any more materials.&lt;br /&gt;
*Items (such as blocks) that are currently selected for a hauling task are unavailable for use in buildings. To free an item, pause the game, [[forbid]] the item, unforbid it, then issue the build order using the item before unpausing the game. You can also forbid an item that is currently being hauled and the hauler will drop it when he realizes it is forbidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
*Use the 'z' Kitchen tab to select exactly which ingredients you want cooked.&lt;br /&gt;
*Combine large stacks of meat with a dwarf's &amp;quot;[[preference|preferred]]&amp;quot; ingredient to create a large stack of &amp;quot;preferred&amp;quot; meals (for more happy [[thought]]s).&lt;br /&gt;
*Multiple linked stockpiles feeding into a kitchen can force some variety in ingredient selection, and is necessary to effectively use liquid ingredients. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
*Move (Station) orders only cause your dwarves to move to a 7x7 non-contiguous area around the location selected. To force them to move to a specific location (such as adjacent to a fortification), build [[statue]]s (preferred), walls, or designate restricted traffic areas then order your dwarves to move from one side to the other.&lt;br /&gt;
*Alternatively, the move command does guarantee your dwarves will move to the Z-level selected. You can build your fortifications such that the only passable tiles on that Z-level are in the positions that you desire. (Note that dwarves will also run outside your fortifications to stand on any free tiles if possible.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strange moods==&lt;br /&gt;
*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the 'z' stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.&lt;br /&gt;
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.&lt;br /&gt;
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing). &lt;br /&gt;
&lt;br /&gt;
{{category|Guides}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Designation_example.png&amp;diff=238416</id>
		<title>File:Designation example.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Designation_example.png&amp;diff=238416"/>
		<updated>2018-11-09T04:51:14Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=237860</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=237860"/>
		<updated>2018-10-21T00:50:00Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Added link for the Seven Dwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when choosing a site are the presence of aquifers, the availability of wood, ores, &amp;amp; soil, the climate, and your neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axes for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert. (Note that [[Utility:DFHack|DFHack]]'s ``embark-tools`` plugin can be used to add a sand indicator.) &lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get sieged by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v0.44.03--&amp;gt;&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: the point data below was Last Updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in dogs and cats, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of &amp;quot;Proficient&amp;quot;). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s*&lt;br /&gt;
:* 2 Copper [[battle axe]]s*&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Previously if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
&lt;br /&gt;
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
&lt;br /&gt;
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
&lt;br /&gt;
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
&lt;br /&gt;
====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff(the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees(deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water(the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21. One unit of milk comes in a single barrel.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_History_file&amp;diff=225679</id>
		<title>World History file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_History_file&amp;diff=225679"/>
		<updated>2016-07-19T02:09:42Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|03:08, 23 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
In [[Legends]] Mode, pressing the {{k|p}} (Export Map/Gen information) will create three files in the root directory of DF, one of those files is the '''World History file''' named (save name)-world_history.txt.&lt;br /&gt;
&lt;br /&gt;
== File Breakdown ==&lt;br /&gt;
&lt;br /&gt;
Below the history file will be explained in detail, using portions from an example file to show all of the possibilities.&lt;br /&gt;
&lt;br /&gt;
=== World Name ===&lt;br /&gt;
At the top of the file is your fortress name, followed by the world name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unintelligent Civs ===&lt;br /&gt;
&lt;br /&gt;
Following the world name is a series of names of different unintelligent civs which exist in the world; no further information can be gathered from these files about these civilizations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&lt;br /&gt;
&lt;br /&gt;
Cave fish men&lt;br /&gt;
Serpent men&lt;br /&gt;
Reptile men&lt;br /&gt;
Bat men&lt;br /&gt;
Antmen&lt;br /&gt;
Cave swallow men&lt;br /&gt;
Olm men&lt;br /&gt;
... (Multiple more lines)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
The majority of the useful information in the history file exists within the civilizations, which follow immediately after the unintelligent civs.  A short example civ is shown below, but the components will be viewed in detail afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bat men&lt;br /&gt;
Amphibian men&lt;br /&gt;
Cave swallow men&lt;br /&gt;
The Hammer of Seers, Dwarves&lt;br /&gt;
 Worship List&lt;br /&gt;
  Engig the Bright Pearls, deity: metals, jewels, wealth&lt;br /&gt;
  Onget the Fiery Oil, deity: mountains, volcanos&lt;br /&gt;
  Laltur, deity: fortresses&lt;br /&gt;
  Ral Minedirons, deity: minerals&lt;br /&gt;
  Mirstal, deity: music, festivals, song&lt;br /&gt;
  Kogan Coastalpaddled, deity: rivers&lt;br /&gt;
 king List&lt;br /&gt;
  [*] Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8)&lt;br /&gt;
      4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14)&lt;br /&gt;
      Worshipped Onget the Fiery Oil (61%)&lt;br /&gt;
  [*] Bomrek Championboulder (b.7 d. 51, Reign Began: 37), Inherited from mother, Never Married&lt;br /&gt;
      No Children&lt;br /&gt;
      Worshipped Onget the Fiery Oil (94%)&lt;br /&gt;
  [*] Cog Cloisteredrazors (b.???, Reign Began: 52), *** New Line, Married&lt;br /&gt;
      14 Children -- Ages: 62 61 60 59 54 51 36 31 24 18 16 15 12 4&lt;br /&gt;
      Worships Mirstal (32%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Civ Name and Race ====&lt;br /&gt;
The Civ name is at the top of the section for each civ, along with the race of the civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The Hammer of Seers, Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Worship List ====&lt;br /&gt;
If the civ has any Deities or Forces they have ever worshipped then this section will exist, beginning with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; Worship List&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each individual line refers to a different force or deity.  First the deity name, then whether they are a &amp;quot;deity&amp;quot; or &amp;quot;force&amp;quot;, and finally a list of the [[sphere]]s they belong to, or control.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  Istrath the Gravel of Oiling, deity: earth, wealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leader List ====&lt;br /&gt;
If the civ has had any leaders, they will be listed according to what type of leader they are (king/queen/law-giver/etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; king List&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each individual leader begins with the text &amp;lt;code&amp;gt;[*]&amp;lt;/code&amp;gt;, and has two or three lines.  Those are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  [*] Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8)&lt;br /&gt;
      4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14)&lt;br /&gt;
      Worshipped Onget the Fiery Oil (61%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*'''Leader Name and Life''': &amp;lt;code&amp;gt; Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8) &amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Leader Children''': &amp;lt;code&amp;gt; 4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14) &amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Leader Worship''': &amp;lt;code&amp;gt; Worshipped Onget the Fiery Oil (61%) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Leader Name and Life''' is made up of several pieces of information.&lt;br /&gt;
:*The leaders name: &amp;lt;code&amp;gt;Logem Anvilentrance&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The leaders birth year: &amp;lt;code&amp;gt; (b.???&amp;lt;/code&amp;gt;&lt;br /&gt;
:**This is represented as ??? if the leader was born before history (before year 1).&lt;br /&gt;
:**If there is a year, there is no space between the &amp;quot;b.&amp;quot; and the year.  ex: &amp;lt;code&amp;gt; (b.66&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The leaders death year: &amp;lt;code&amp;gt; d. 36&amp;lt;/code&amp;gt;&lt;br /&gt;
:**If the leader hasn't died, this won't be listed.&lt;br /&gt;
:**There '''is''' a space between the &amp;quot;d.&amp;quot; and the year.&lt;br /&gt;
:*The year the leader's reign began: &amp;lt;code&amp;gt;, Reign Began: 1),&amp;lt;/code&amp;gt;&lt;br /&gt;
:*How the Leader acquired power, either by being the original leader (&amp;lt;code&amp;gt; *** Original Line,&amp;lt;/code&amp;gt;), starting a new line (&amp;lt;code&amp;gt; *** New Line,&amp;lt;/code&amp;gt;), or by inheriting the position (&amp;lt;code&amp;gt; Inherited from &amp;lt;/code&amp;gt;)&lt;br /&gt;
:*If the position was inherited, it will list who they received it from.  The possibilities:&lt;br /&gt;
:**Father - &amp;lt;code&amp;gt; Inherited from father,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Mother - &amp;lt;code&amp;gt; Inherited from mother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Paternal Grandfather - &amp;lt;code&amp;gt; Inherited from paternal grandfather,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Paternal Grandmother - &amp;lt;code&amp;gt; Inherited from paternal grandmother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Maternal Grandfather - &amp;lt;code&amp;gt; Inherited from maternal grandfather,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Maternal Grandmother - &amp;lt;code&amp;gt; Inherited from maternal grandmother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Unknown - &amp;lt;code&amp;gt; Inherited from,&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The marriage of this leader.  Either: &amp;lt;code&amp;gt; Never Married&amp;lt;/code&amp;gt; or  &amp;lt;code&amp;gt; Married&amp;lt;/code&amp;gt;&lt;br /&gt;
:*If the leader has married, and the spouse died, it'll list the year they died &amp;lt;code&amp;gt; Married (d. 8)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Leader Children''' is made up of several pieces of information about a leader's children (if any)&lt;br /&gt;
:*Number of children: &amp;lt;code&amp;gt;No Children&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1 Child&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;x Children&amp;lt;/code&amp;gt;, where &amp;quot;x&amp;quot; is the number of children &amp;gt;1&lt;br /&gt;
:*Number of outlived children, which is some number less than or equal to the number of children: &amp;lt;code&amp;gt; (out-lived 9 of them) &amp;lt;/code&amp;gt;.  If the leader outlived none, then this part won't be given.&lt;br /&gt;
:*Ages (at death) of children.  Listed with &amp;lt;code&amp;gt;-- Ages at death: &amp;lt;/code&amp;gt; if the leader has died, otherwise with &amp;lt;code&amp;gt;-- Ages&amp;lt;/code&amp;gt;&lt;br /&gt;
:**It will list as &amp;quot;Ages&amp;quot; even if there was only one child.&lt;br /&gt;
:*The ages at death will be listed as numbers separated by spaces: (&amp;lt;code&amp;gt;37 31 27 9&amp;lt;/code&amp;gt;), or if the child was outlived, with the year they died: (&amp;lt;code&amp;gt;(d. 32) (d. 29) (d. 8)&amp;lt;/code&amp;gt;)&lt;br /&gt;
:**There aren't always the right number of items in this list, at times some children ages might not be listed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Leader Worship''' gives information about the leader's deity/force of worship, if they did not worship, this line won't exist.&lt;br /&gt;
:*Worship object name: &amp;lt;code&amp;gt;Worshipped Onget the Fiery Oil&amp;lt;/code&amp;gt;&lt;br /&gt;
:*Degree of worship: &amp;lt;code&amp;gt;(61%)&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Between 1% and 100% inclusive.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Legends|Legends Mode]]&lt;br /&gt;
* [[World Sites file]]&lt;br /&gt;
* [[XML dump]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_History_file&amp;diff=225678</id>
		<title>DF2014 Talk:World History file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_History_file&amp;diff=225678"/>
		<updated>2016-07-19T02:08:17Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Noted a reddit user's suggestion that there may be an error on the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Slight error regarding the non-english words at the top of the file==&lt;br /&gt;
Where it says:&lt;br /&gt;
&amp;quot;World Name&lt;br /&gt;
At the top of the file is the World name, and English translation.&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The English Translation is the world name, but the bit above is actually something else (the settlement name perhaps)? On my save, for example, the English world name is 'Realm of Legends' - the name of the world - but the bit in Dwarven reads 'Tong Shame'. I'm not exactly sure what Tong Shame refers to. My region? My settlement?&lt;br /&gt;
EDIT! It refers to your fortress! I found it in the history logs for my world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-ColonelMolerat https://www.reddit.com/r/dwarffortress/comments/4tilyy/slight_error_in_the_wiki/&lt;br /&gt;
&lt;br /&gt;
--[[User:MoQ|MoQ]] ([[User talk:MoQ|talk]]) 02:08, 19 July 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=224415</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=224415"/>
		<updated>2016-03-31T23:32:50Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Added a button allow expanding / collapsing the description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Planepacked''' is a [[Limestone]] [[Statue]], now known as the most epic [[artifact]] ever created by dwarvenkind. The artifact remained a complete enigma for months, until another player unwittingly created Broiledprinces, another mega-artifact. The bug that was the source of these artifacts was discovered (explained below) and the glitch was repeated by several other players.&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also includes ''73 images of itself'', leading one to believe that either the designs engraved upon it are minutely fractal, or that where Planepacked stands the universe folds. It also most likely contains several pictures of toads, and squares, but strangely, no cheese. Drunk dwarves tend to claim planepacked was the result of packing an entire plane of existence full of dwarven engineering to punish it for the lack of cheese, which Planepacked's creator was craving.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Native platinum]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
* [[Cave lobster]] [[shell]]&lt;br /&gt;
* [[Dog]] [[leather]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Oak]]&lt;br /&gt;
* [[Orthoclase]] &lt;br /&gt;
* [[Steel]] &lt;br /&gt;
* [[Brown jasper]]&lt;br /&gt;
&lt;br /&gt;
See external links for a complete list of materials and item detail.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Planepacked is worth an amazing 3,105,600☼, an extremely high amount in relation to its rather mundane materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to its owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the [[dwarf]] didn't go [[insane]] in the middle of collecting items was unknown at the time; subsequent research has revealed that moody dwarves only go insane when they spend too much time '''waiting''' inside their [[workshop]] for an item to become available.&lt;br /&gt;
&lt;br /&gt;
On October 11, 2009, another player experienced a similar artifact named Broiledprinces.&lt;br /&gt;
&lt;br /&gt;
==Self-Reference Count==&lt;br /&gt;
Total is 73.&lt;br /&gt;
*Magnetite: 40&lt;br /&gt;
*Limestone: 21&lt;br /&gt;
*Limonite: 8&lt;br /&gt;
*Gypsum: 3&lt;br /&gt;
*Cave Lobster Shell: 1&lt;br /&gt;
&lt;br /&gt;
==The Description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click to show the very long description of Planepacked:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a [[Limestone]] [[statue]].  All craftsdwarfship is of the highest quality.  It is encrusted with [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]], [[Limonite]] and [[Malachite]], studded with [[Pig iron]], decorated with [[cave lobster]] [[shell]] and [[dog]] [[leather]] and encircled with bands of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Native gold]], [[Malachite]], [[Limonite]] and [[Oak]].  This object is adorned with hanging rings of [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]] and [[Limonite]] and menaces with [[decoration|spikes]] of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Limonite]], [[Malachite]], [[Orthoclase]], [[Steel]] and [[Brown jasper]].  On the item is an  image of Dimpledflags the [[Iron]] [[hatch cover]] in [[Limestone]]. &lt;br /&gt;
  &lt;br /&gt;
On the item is an  image of Ngokang Haterampart the [[goblin]] and [[dwarves]] in [[Limestone]].  Ngokang Haterampart is  surrounded by the [[dwarves]].  The artwork relates to the rise of the [[goblin]] Ngokang Haterampart as an enemy of The Arrow of Tournaments in the late summer of 204.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mistem Puretown the dwarf and Crazethin the grimeling in Limestone.  Crazethin is  striking down Mistem Puretown.  The artwork relates to the killing of the dwarf Mistem Puretown by the grimeling Crazethin in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of diamonds in Limestone.  On the item is an  image of buckets in Limestone.  On the item is an  image of shining suns in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of toads in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of a shortfin mako shark in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Imush Towerurged the dwarf and Aslot Spideryurges the goblin in Limestone.  Aslot Spideryurges is  shooting Imush Towerurged.  The artwork relates to the shooting of the dwarf Imush Towerurged by the goblin Aslot Spideryurges in Ravenlabors in the midsummer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a Oak in Limestone.  On the item is an  image of a shining sun in Limestone.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of a purring maggot in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of a Longland grass in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of thick crescents in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a diamond in Limestone.  On the item is an  image of a wave in Limestone.  On the item is an  image of two Oaks in Limestone.  On the item is an  image of sweet pods in Limestone.  On the item is an  image of a toad in Gypsum.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of three Oaks in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Gypsum.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ago Menacetrap the goblin and Alath Helmedabbey the Imperial Spring of Drills the dwarf in Limestone.  Alath Helmedabbey the Imperial Spring of Drills is  striking down Ago Menacetrap.  The artwork relates to the killing of the goblin Ago Menacetrap by the dwarf Alath Helmedabbey the Imperial Spring of Drills in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Gypsum.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of squares in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Gypsum.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Drufuchakin the kobold and Datan Treatydawned the dwarf in Gypsum.  Datan Treatydawned is  striking down Drufuchakin.  The artwork relates to the killing of the kobold Drufuchakin by the dwarf Datan Treatydawned in Ravenlabors in the early winter of 206 during The Fourth Attempted Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two toads in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a thick crescent in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a rope reed in Gypsum.  On the item is an  image of two full moons in Gypsum.  On the item is an  image of circles in Limestone.   &lt;br /&gt;
On the item is an  image of Aslot Spideryurges the goblin and dwarves in Limestone.  Aslot Spideryurges is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Aslot Spideryurges as an enemy of The Arrow of Tournaments in the midsummer of 204.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Tun Racewheel the dwarf in Limestone.  Tun Racewheel is  laboring.  The artwork relates to the settling of the dwarf Tun Racewheelin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of two Maples in Limestone.  On the item is an  image of diamonds in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two Larchs in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a sweet pod in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of mountains in Limestone.  On the item is an  image of hidden moons in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of Cilob Racetrade the dwarf in Limestone.  Cilob Racetrade is  laboring.  The artwork relates to the settling of the dwarf Cilob Racetradein  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of mountains in Limestone.  On the item is an  image of a Longland grass in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin and dwarves in Limestone.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty as an enemy of The Arrow of Tournaments in the early summer of 204.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of cages in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of four mountains in Limestone.  On the item is an  image of a plump helmet in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of waves in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thin cross in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two toads in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a cloud in Limestone.  On the item is an  image of a barrel in Limestone.  On the item is an  image of two narrow crescents in Limestone.  On the item is an  image of narrow crescents in Limestone.  On the item is an  image of a barrel in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Cani Lustrousduties the human and Atu Seduceshameful the goblin in Limestone.  Cani Lustrousduties is  making a plaintive gesture.  Atu Seduceshameful is  striking a menacing pose.  The artwork relates to the mortal wounding of the human Cani Lustrousduties by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atu Seduceshameful the goblin and `Hammermaker' Lettership the Flute of Bands the dwarf in Limestone.  `Hammermaker' Lettership the Flute of Bands is  striking down Atu Seduceshameful.  The artwork relates to the killing of the goblin Atu Seduceshameful by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early autumn of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of two circles in Limestone.   &lt;br /&gt;
On the item is an  image of Sigun Whippedbridges the dwarf and dwarves in Limestone.  Sigun Whippedbridges is  surrounded by the dwarves.  The artwork relates to the appointment of the dwarf Sigun Whippedbridges as the outpost liaison for The Arrow of Tournaments in 171.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a Oak in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ilral Roughnesstraded the dwarf and Dostngosp Stinkthief the goblin in Limestone.  Ilral Roughnesstraded is  making a plaintive gesture.  Dostngosp Stinkthief is  laughing.  The artwork relates to the mortal wounding of the dwarf Ilral Roughnesstraded by the goblin Dostngosp Stinkthief in Ravenlabors in the late autumn of 203 during The Third Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of crescent moons in Limestone.  On the item is an  image of a dwarf in Limestone.  On the item is an  image of two Oaks in Limestone.   &lt;br /&gt;
On the item is an  image of Ilral Channeledhalls the dwarf and Ago Menacetrap the goblin in Limestone.  Ago Menacetrap is  striking down Ilral Channeledhalls.  The artwork relates to the killing of the dwarf Ilral Channeledhalls by the goblin Ago Menacetrap in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of narrow crescents in Limestone.  On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two half moons in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Alders in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202. On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a Longland grass in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of  the muskox and Atu Seduceshameful the goblin in Limestone.  Atu Seduceshameful is  striking down .  The artwork relates to the killing of the muskox  by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of waves in Limestone.  On the item is an  image of a narrow crescent in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a wave in Limestone.   &lt;br /&gt;
On the item is an  image of Morul Loverorbs the dwarf and Dissolvedchains the Conjurer of Riddling the cave lobster shell mask in Limestone.  Morul Loverorbs is  raising Dissolvedchains the Conjurer of Riddling.  The artwork relates to the creation of Dissolvedchains the Conjurer of Riddling in Ravenlabors by the dwarf Morul Loverorbs in the midwinter of 204.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of a common skate in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of three-pointed stars in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a shining sun in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Limonite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Dishmab Floorcleans the dwarf and dwarves in Magnetite.  Dishmab Floorcleans is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Dishmab Floorcleans as an enemy of The Arrow of Tournaments in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of shining suns in Malachite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Alder in Limonite.  On the item is an  image of a cave wheat in Limonite.  On the item is an  image of a Tower-cap in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a dwarf in Magnetite.  On the item is an  image of a blazing sun in Magnetite.  On the item is an  image of a diamond in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a shining sun in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of two toads in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of half moons in Limonite.  On the item is an  image of waves in Limestone.   &lt;br /&gt;
On the item is an  image of Thlulugrayber the kobold and a Steel chain mail in Limonite.  Thlulugrayber is  raising the Steel chain mail.  The artwork relates to the theft of a Steel chain mail from Ravenlabors by the kobold Thlulugrayber in the early summer of 205 during The Fifth Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a circle in Limonite.  On the item is an  image of a cloud in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of wild strawberries in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a narrow crescent in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a mountain in Limonite.  On the item is an  image of narrow crescents in Limonite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of three-pointed stars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a crescent moon in Magnetite.  On the item is an  image of dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a blade weed in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of a thick crescent in Limonite.  On the item is an  image of toads in Limestone.  On the item is an  image of a sasquatch in Magnetite.  On the item is an  image of cougars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a Ash in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of three dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Malachite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Meng Treatychant the dwarf in Magnetite.  Meng Treatychant is  laboring.  The artwork relates to the settling of the dwarf Meng Treatychantin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a four-pointed star in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a diamond in Magnetite.   &lt;br /&gt;
On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of a wild strawberry in Magnetite.  On the item is an  image of a bucket in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of prickle berries in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Tangledgold the donkey in Limonite.  Tangledgold is  striking down .  The artwork relates to the killing of the donkey  by the donkey Tangledgold in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of pig tails in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.  On the item is an  image of two elk in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of dimple cups in Magnetite.  On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Ash in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of four Tower-caps in Magnetite.  On the item is an  image of dwarves in Limonite.  On the item is an  image of a Larch in Magnetite.  On the item is an  image of a Alder in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of two waves in Magnetite.  On the item is an  image of thick crescents in Magnetite.   &lt;br /&gt;
On the item is an  image of Kilidilruldin the kobold and a giant cave spider silk sock in Magnetite.  Kilidilruldin is  raising the giant cave spider silk sock.  The artwork relates to the theft of a giant cave spider silk sock from Ravenlabors by the kobold Kilidilruldin in the early summer of 204 during The Third Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.  On the item is an  image of two toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.   &lt;br /&gt;
On the item is an  image of Kulet Floorportent the dwarf and Ngerxung Bridgehate the goblin in Limonite.  Ngerxung Bridgehate is  striking down Kulet Floorportent.  The artwork relates to the killing of the dwarf Kulet Floorportent by the goblin Ngerxung Bridgehate in Ravenlabors in the late spring of 205 during The Fifth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of four-pointed stars in Limonite.   &lt;br /&gt;
On the item is an  image of Tekkud Clutchrough the dwarf and Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin in Magnetite.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  striking down Tekkud Clutchrough.  The artwork relates to the killing of the dwarf Tekkud Clutchrough by the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a barrel in Limonite.  On the item is an  image of raccoons in Magnetite.  On the item is an  image of a hidden moon in Limonite.  On the item is an  image of bloated tubers in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of diamonds in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Stleelbis the kobold and `Hammermaker' Lettership the Flute of Bands the dwarf in Limonite.  `Hammermaker' Lettership the Flute of Bands is  striking down Stleelbis.  The artwork relates to the killing of the kobold Stleelbis by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early winter of 204 during The Theft of Crevicepaddled at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Oaks in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of plump helmets in Limonite.  On the item is an  image of tall crosses in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Rith Frostrope the dwarf in Magnetite.  Rith Frostrope is  laboring.  The artwork relates to the settling of the dwarf Rith Frostropein  Ravenlabors in the midautumn of 203.   &lt;br /&gt;
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On the item is an  image of Kol Whipworshipped the dwarf in Magnetite.  Kol Whipworshipped is  laboring.  The artwork relates to the settling of the dwarf Kol Whipworshippedin  Ravenlabors in the midspring of 205.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of shining suns in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Pulledstalk the alligator and dwarves in Limonite.  Pulledstalk is  surrounded by the dwarves.  The artwork relates to the rise of the alligator Pulledstalk as an enemy of The Arrow of Tournaments in 173.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a bluefin tuna in Limonite.  On the item is an  image of two toads in Limonite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of diamonds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Limonite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of mountains in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a tall cross in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of barrels in Magnetite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a Longland grass in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of squares in Magnetite.  On the item is an  image of wizards in Magnetite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Dangleburst the grimeling and dwarves in Limonite.  Dangleburst is  surrounded by the dwarves.  The artwork relates to the rise of the grimeling Dangleburst as an enemy of The Arrow of Tournaments in 130.   &lt;br /&gt;
On the item is an  image of a satyr in Magnetite.   &lt;br /&gt;
On the item is an  image of Zulban Staticcloistered the dwarf and Zolak Doomedrelic the goblin in Magnetite.  Zolak Doomedrelic is  striking down Zulban Staticcloistered.  The artwork relates to the killing of the dwarf Zulban Staticcloistered by the goblin Zolak Doomedrelic in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of mountains in Magnetite.  On the item is an  image of Highwoods in Malachite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two barrels in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of broad crosses in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Magnetite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of a thin cross in Limonite.  On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thick crescent in Magnetite.  On the item is an  image of diamonds in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a barrel in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a ballista arrow in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a wave in Magnetite.  On the item is an  image of waves in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Magnetite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of circles in Limonite.  On the item is an  image of three prickle berries in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two clouds in Limonite.  On the item is an  image of flasks in Magnetite.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in cave lobster shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creation Details==&lt;br /&gt;
A [http://www.bay12games.com/forum/index.php?topic=43208.0 forum thread] and corresponding [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1416 bug report] narrowed down the cause of Planepacked: a moody dwarf who claims an outdoor workshop when dwarves are not allowed outside will continue gathering materials for his artifact without ever crossing any off his &amp;quot;list.&amp;quot;  He will only gather materials from inside locations, and will do so until no more of that item remain.  If dwarves are allowed outside he will complete his current item and move on to the next.  It is unclear if forbidding the outdoors causes him to collect more of the initial item, or more of the new item.  Due to the plentiful nature of stone and the frequency of moods involving stone items, it's no surprise that Planepacked was made out of stone. In versions 0.31 and later, where the &amp;quot;stay indoors&amp;quot; order was removed, the same can be accomplished instead by using [[burrow]] restrictions - in this case, the workshop is claimed outside the burrow, and only items inside the burrow will be collected.&lt;br /&gt;
&lt;br /&gt;
It is considered an exploit to allow the moody dwarf to continue to gather materials using this manner, thus forcing the artifact to have more items than normally possible.&lt;br /&gt;
&lt;br /&gt;
==Way to reproduce==&lt;br /&gt;
The bug responsible ({{bugl|1416}}) was [[DF2014:Release notes/0.40.24|fixed in v0.40.24]], so this is no longer reproducible.&lt;br /&gt;
&lt;br /&gt;
=== Previous versions ===&lt;br /&gt;
Create a burrow that has materials inside it (dwarf will only take one kind though, mason will take stones, blacksmith will take bars, etc...) but not the factory Urist McMoody has claimed, and assign him to that burrow. He'll keep bringing materials to the workshop and marking them as *TSK*, and as long as he's getting a stream of materials coming in, he won't become insane. Unassign him from the burrow to continue production of the artifact.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a dwarf's workshop is in a hospital zone while in a strange mood and requires cloth, he will gather cloth until either the hospital is deactivated or his workshop is set to no longer be part of the hospital.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=28232.0 Thread about Planepacked on Bay12Games forum]&lt;br /&gt;
* [http://bartabox.banquise.net/df/planepacked.txt Total list of materials and artwork detail]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=43214.15 Thread about BroiledPrinces (another quantum artifact), in which the mechanism of creation is discovered. On Bay12Games forum]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=93293 Evidence that suggests that the planepacked bug can happen even without burrows and forbidding items.]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=121542.0 How to make your own Planepacked if it requires cloth.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:[IMG]http://i191.photobucket.com/albums/z200/tyranitar23/Planepacked.jpg[/IMG]|Artist's Rendition of Planepacked.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=211836</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=211836"/>
		<updated>2014-10-23T01:59:13Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* Loading liquids */  noted that carts will not fill if moving too fast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps a single-tile hole. Minecarts moving at reasonable speed will jump the gap, while creatures will not. Other options include adding vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. A ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO     OOOOO        OOOOO&lt;br /&gt;
 in  ═╔═╗O     O╔S╗O        O╔S╗O&lt;br /&gt;
 out ═╬═╝O out ═╗═╝O    out ═╗═╝O&lt;br /&gt;
     O╚S╝O     O╚═╝═ in     O╚S╝O&lt;br /&gt;
     OOOOO     OOOO          ║OOO&lt;br /&gt;
                              in &lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult. Firstly, because their weight can slow the minecart down greatly. Secondly, because they will not fill if the cart is moving too quickly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. By going down a large number of ramps, a maximum speed of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''one''' {{bug|6230}} [[adamantine]] wafer. (The latter is a bug in the smithing code - it's actually supposed to cost '''six'''.)&lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 180%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Unfortunate_accident&amp;diff=177094</id>
		<title>v0.34:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Unfortunate_accident&amp;diff=177094"/>
		<updated>2012-08-24T00:02:22Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Condensed the abbreviation joke and enhanced the corporation theme.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:26, 18 July 2010 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway &amp;lt;s&amp;gt;and tell other dwarves to block it&amp;lt;/s&amp;gt; in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne Room Over Troubled Magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The Situation Room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Speartiful==&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? Maybe you should make them happy and give them some weapons. Simply lay a bunch of upright spears or [[Trap component#Menacing_spike|other beautiful things]] on the floor of their room and they'll come begging for more. Now, you may want to link those spears to a lever and pull it so they can actually walk around their room, remember to leave it on repeat so they'll be able to see the wonders that your [[weaponsmith]]s made every passing second. Just make sure they '''are'''n't in the room while the spears are in motion, or your nobles may become dwarven Swiss cheese and die before their screams can even be heard. And, if possible, whatever you do, '''do'''n't use adamantine spears!&lt;br /&gt;
&lt;br /&gt;
==Exotic Housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) Image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand are some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image to be special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could be possibly better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is ? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[DF2012:Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[fun]] ! Make also sure the resulting artifact is made so it records the noble's life !&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, their is no need to worry ! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from here!&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bucket&amp;diff=165033</id>
		<title>v0.34 Talk:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bucket&amp;diff=165033"/>
		<updated>2012-02-25T11:34:18Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Created page with &amp;quot;== Decorations onto buckets ==  I noticed that a ( &amp;lt;&amp;lt;sagurao rib bucket&amp;gt;&amp;gt; ) in my fortress has a handle made from cow hoof. The value of the bucket was 20 dwarfbucks and weighed ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Decorations onto buckets ==&lt;br /&gt;
&lt;br /&gt;
I noticed that a ( &amp;lt;&amp;lt;sagurao rib bucket&amp;gt;&amp;gt; ) in my fortress has a handle made from cow hoof.&lt;br /&gt;
The value of the bucket was 20 dwarfbucks and weighed 1 urist.&lt;br /&gt;
--[[User:MoQ|MoQ]] 11:34, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ice&amp;diff=142703</id>
		<title>v0.31:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ice&amp;diff=142703"/>
		<updated>2011-03-26T12:14:18Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Added link to new page: constructing around ice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:37, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build {{L|construction}}s out of ice, even inside a fortress (provided your dwarves move quickly enough to finish construction before the ice melts).  These constructions are then stable even as temperature rises -- pillars of ice walls can even be built within rooms that are later flooded with {{L|magma}} (though the walls become &amp;quot;warm&amp;quot;, they will not melt).&lt;br /&gt;
&lt;br /&gt;
Attempts to build {{L|workshop}}s out of ice will usually result in the ice melting immediately, a message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. The exception is when building in a glacier environment the construction can be completed.&lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft.  It's not possible to create doors, hatches, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water.&amp;quot;  It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile.  Ice can be moved by {{L|dump}}ing it.&lt;br /&gt;
&lt;br /&gt;
When ice melts inside a fortress, it becomes water, but the water does not leave mud when it evaporates. Melted ice is of no value as a water source.&lt;br /&gt;
&lt;br /&gt;
Floors and walls made of ice will allow light through.&lt;br /&gt;
&lt;br /&gt;
== Thawing and drowning ==&lt;br /&gt;
In fortress mode, frozen {{L|murky pool}}s will, when they thaw, do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better {{L|swimming}} skill, the fall will {{L|status icon|stun}} them).  To reduce the chance of this happening, you can use {{L|traffic}} designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to {{L|fish}} from it, you can {{L|construction|construct}} a {{L|wall}} around it or a {{L|floor}} over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt the ice. This appears to be the best way to turn large amounts of ice into water to use as a water source when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
== Differences from previous versions ==&lt;br /&gt;
&lt;br /&gt;
Squares which have had constructions built on them do not unfreeze &amp;lt;sup&amp;gt;(bug?)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{L|Constructing_Around_Ice}}&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=73081</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=73081"/>
		<updated>2010-03-14T14:54:44Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* I voted for Example in twenty-ten */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=''I voted for Example in twenty-ten''=&lt;br /&gt;
We need to make a button for this. [[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Request_for_Adminship/Example]]&lt;br /&gt;
&lt;br /&gt;
=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, download and install AutoHotKey, then copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels). Pressing F3 will layout bedroom chambers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 15}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 18}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 17}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F3::&lt;br /&gt;
; Creates Bedrooms&lt;br /&gt;
&lt;br /&gt;
;Moves to first room&lt;br /&gt;
send dx{NumpadUp 7}{NumpadRight 2}&lt;br /&gt;
;spam&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;Moves to 2nd room etc&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadLeft}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadEnd 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;reset to center&lt;br /&gt;
send {NumpadDown 10}{NumpadLeft 6}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=73080</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=73080"/>
		<updated>2010-03-14T14:54:24Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=''I voted for Example in twenty-ten''=&lt;br /&gt;
[[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Request_for_Adminship/Example]]&lt;br /&gt;
&lt;br /&gt;
=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, download and install AutoHotKey, then copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels). Pressing F3 will layout bedroom chambers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 15}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 18}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 17}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F3::&lt;br /&gt;
; Creates Bedrooms&lt;br /&gt;
&lt;br /&gt;
;Moves to first room&lt;br /&gt;
send dx{NumpadUp 7}{NumpadRight 2}&lt;br /&gt;
;spam&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;Moves to 2nd room etc&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadLeft}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadEnd 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;reset to center&lt;br /&gt;
send {NumpadDown 10}{NumpadLeft 6}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Example&amp;diff=73079</id>
		<title>Dwarf Fortress Wiki:Request for Adminship/Example</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Example&amp;diff=73079"/>
		<updated>2010-03-14T14:52:50Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Administrator Candidacy Questionnaire==&lt;br /&gt;
===Why would I be a good Administrator?===&lt;br /&gt;
text here.&lt;br /&gt;
====Supporting Evidence====&lt;br /&gt;
*Link to your contributions page [[Special:Contributions]].&lt;br /&gt;
*Link to any articles you are particularly proud of.&lt;br /&gt;
*&lt;br /&gt;
==Public Q&amp;amp;A==&lt;br /&gt;
*'''Q''': Example question from a user goes here. Make sure to sign it with --&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;!&lt;br /&gt;
*'''A''': Administrator candidate's answer goes here.&lt;br /&gt;
&lt;br /&gt;
==Public Discussion==&lt;br /&gt;
:Discuss things here, yay&lt;br /&gt;
==Votes==&lt;br /&gt;
===Support===&lt;br /&gt;
# '''SUPPORT''': Blah blah blah, signature&lt;br /&gt;
# '''STRONG SUPPORT''': blah blah blah&lt;br /&gt;
# '''STRONG SUPPORT''': Example clearly understands how to show people what to put into an article. This is key skill for anyone who wants to follow &amp;quot;Wiki-style philosophy&amp;quot;, and I believe Example and his templates will only be improved by placing administrative might into his helpful hand. Example for admin twenty-ten! --[[User:MoQ|MoQ]] 14:52, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Oppose===&lt;br /&gt;
# '''OPPOSE''': Blah blah blah, here's why, signature&lt;br /&gt;
===Neutral===&lt;br /&gt;
# '''NEUTRAL'''| blah blah blah here's why signature&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22601</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22601"/>
		<updated>2009-07-01T21:30:54Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* Splitting Article? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prison Complex==&lt;br /&gt;
The idea is to build a large detention centre for the Mountainhomes.&lt;br /&gt;
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.&lt;br /&gt;
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.&lt;br /&gt;
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.&lt;br /&gt;
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.&lt;br /&gt;
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.&lt;br /&gt;
Prisoners may also work on crafting items for the guards to trade.&lt;br /&gt;
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!&lt;br /&gt;
&lt;br /&gt;
I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.&lt;br /&gt;
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.&lt;br /&gt;
Also, this is my first post on these pages, so hope I'm doing it right. :)&lt;br /&gt;
&lt;br /&gt;
==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: How did you get it to work?  I've tried starting with goblins and they are always &amp;quot;friendly&amp;quot; on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)&lt;br /&gt;
::::Unless you're actually at war with the goblins, they'll always be 'friendly' when there's a tower nearby.  Bug, I think. --22:57, 17 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
&lt;br /&gt;
(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
&lt;br /&gt;
(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
&lt;br /&gt;
(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&lt;br /&gt;
 |   / &lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/&lt;br /&gt;
 |\&lt;br /&gt;
 | \&lt;br /&gt;
 |  \&lt;br /&gt;
 |   \&lt;br /&gt;
:Or:&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
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:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
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== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
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== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
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:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
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==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
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:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
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:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
&lt;br /&gt;
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
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::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
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::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
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:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
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:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
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:Is there a way to disable other dwarf civilizations from existing? I've been looking around world generation and stuff but I can't seem to find a way to do so. Closest I found is making minimum savagery 66 but it rejects the worlds without Dwarfs it seems. --[[User:Doodle|Doodle]] 14:14, 17 May 2009 (UTC)&lt;br /&gt;
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==Noblesse requis==&lt;br /&gt;
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Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
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:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
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== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
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:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
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::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
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:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
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::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
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:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
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== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
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Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
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:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
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== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
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== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
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::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;br /&gt;
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:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)&lt;br /&gt;
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== Pave the World? ==&lt;br /&gt;
&lt;br /&gt;
If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Unless you time it right, you will get one flat layer of obsidian with all the water under it; the obsidian doesn't jump straight to the bottom. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 17:26, 16 May 2009 (UTC)&lt;br /&gt;
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:So if the water reaches the edge, and it drains, you're left with a layer of obsidian sitting on air?  I can't really think of a use for something like that, but it sounds incredibly awesome anyway.  --[[User:Smartmo|Smartmo]] 19:03, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.&lt;br /&gt;
&lt;br /&gt;
For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the &amp;quot;flavor text&amp;quot;. [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== College ==&lt;br /&gt;
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.&lt;br /&gt;
&lt;br /&gt;
Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.&amp;lt;br /&amp;gt;&lt;br /&gt;
Minor bonus: Hold keger parties each night.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus +: Engligthen other races.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)&lt;br /&gt;
: How does one &amp;quot;enlighten&amp;quot; other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo&lt;br /&gt;
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== Water Park challange ==&lt;br /&gt;
&lt;br /&gt;
Try to make a bunch of pools and somehow keep the water level always at 4/7 so they wont drown. Then set the pools as meeting areas so all of your dwarves will go there and eventually everyone will be legendary swimmers &lt;br /&gt;
&lt;br /&gt;
bonus: somehow make waterslides&lt;br /&gt;
&lt;br /&gt;
bonus: make it outside so your dwarves will be tan&lt;br /&gt;
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bonus: pave it with gold &lt;br /&gt;
&lt;br /&gt;
bonus: make a sauna using steam from lava and water colliding&lt;br /&gt;
&lt;br /&gt;
how does this sound as a challenge. If you can get it to work all of your peasants will get stats from the swimming skill making them easier to train in something useful.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 16:08, 28 June 2009 (UTC)&lt;br /&gt;
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== Splitting Article? ==&lt;br /&gt;
&lt;br /&gt;
I was thinking this article is getting cumbersome. Would anyone else think splitting this into &amp;quot;Challenges&amp;quot; and &amp;quot;Projects&amp;quot; is a good idea? Then we can work on getting each one organized in their own way. We can find an easier way to sort them and keep redundant ideas from cluttering up the place.--[[User:Detinith]] 01:01, 1 July 2009 (ETC)&lt;br /&gt;
&lt;br /&gt;
:There is a page for [[Stupid_dwarf_trick|stupid dwarf tricks]]... --[[User:MoQ|MoQ]] 21:30, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48326</id>
		<title>Talk:Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48326"/>
		<updated>2009-05-26T06:39:43Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please don't delete it ==&lt;br /&gt;
I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think we should let this one go without deleting it. This is too epic, and I'm usually not one of the people who care about that. Boatmurdered has a stub on here, so I say we should leave this one go until the day someone sees the creation of an even more epic artifact. &lt;br /&gt;
&lt;br /&gt;
And in one sense it is useful. This is the standard by which all other artifacts shall be measured. --[[User:RustyMcloon|Rusty Mcloon]] 06:35, 6 April 2009 (UTC)&lt;br /&gt;
:It is the space and time warping, dimension twisting, utterly warped standard. So, totally normal for dwarves. --[[User:Zchris13|Zchris13]] 18:24, 21 April 2009 (UTC)&lt;br /&gt;
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Seriously, this deserves it's own page.  Hell, if it were up to me, I'd give it several pages.  That's how epic it is. --[[User:Smartmo|Smartmo]] 15:28, 2 May 2009 (UTC)&lt;br /&gt;
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:Seriously? Is a wiki for personal glory, or information? What &amp;quot;information&amp;quot; is this? That glitches can happen?  I'm not saying delete it, but don't pretend it somehow &amp;quot;deserves&amp;quot; a spot any more than any game log does.  Like boatmurdered.  If every &amp;quot;epic&amp;quot; fortress and artifact and episode and story and dwarf and battle had their own page... yeah.  It's unique, and somehow it demonstrates... something, I guess - but other than that it is kinda pointless.--[[User:Albedo|Albedo]] 12:56, 19 May 2009 (UTC)&lt;br /&gt;
::'personal glory'?  Whose person?  The article is about Planepacked anyway, not its originator despite your jadedness about the matter, and really, it could have happened to anyone.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I really don't understand the attitude that fun has no place in the wiki.  Obviously we don't have or want every &amp;quot;epic&amp;quot; artifact and it is not your kvetching that keeps them out, have a little sense of proportion.  This is not an academic paper!  This is a &amp;lt;em&amp;gt;wiki&amp;lt;/em&amp;gt; about a &amp;lt;em&amp;gt;video game&amp;lt;/em&amp;gt; for which we're sharing secrets and stories and enjoying the hell out of, and the game highlights you complain about are a good portion of what makes the wiki actually worth reading and the game worth playing to anyone who hasn't yet.  --[[User:Corona688|Corona688]] 13:40, 19 May 2009 (UTC)&lt;br /&gt;
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:::Honestly, this is a web site about Dwarf Fortress.  Whether it's useful or not, [[Boatmurdered]] '''does''' deserve it's own page.   And so does this.  It would be ridiculous and pointless to try and keep a wiki of Dwarf Fortress free of humor, and pages like this.  -[[User:Smartmo|Smartmo]] 16:29, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How helpful a wiki is to people learning about the game depends very heavily on the ratio between useful game-related information and &amp;quot;other stuff&amp;quot;. As long as the &amp;quot;other stuff&amp;quot; doesn't have a very heavy presence then it isn't causing much harm. So while it's not that important to delete articles like this, it is important to make sure that useful articles only link to other useful articles. You can help by checking the '''what links here''' link and making sure that only similar articles link to things like this. This way we can forgive off-topic articles without turning into something like [http://encyclopediadramatica.com ED] or [http://uncyclopedia.wikia.com/ uncyclopedia]. [[User:VengefulDonut|VengefulDonut]] 16:51, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm in favor of preserving this article, under the usual &amp;quot;D for Dwarf&amp;quot; rules, as VD mentioned. It definitely does not belong outside of the &amp;quot;D for Dwarf&amp;quot; wikispace due to it being 100% bug related.&lt;br /&gt;
::On the other topic of ''Boatmurdered''.. I don't think that deserves it's own article beyond the small stub that it has now. It's only humor lies in how much fail went into it's planning and management. There's more than enough of that in any average user's game. ''Bm'' is only so well known because it was one of the first forts to be shared publicly with narration, in a large community. If you give it more than a brief mention, then there are atleast hundreds of other forts that would demand a page. -[[User:N9103|Edward]] 23:40, 19 May 2009 (UTC)&lt;br /&gt;
:::Such as [http://www.bay12games.com/forum/index.php?topic=19279.0 Nist Akath], and the resident Captain Ironblood.--[[User:Zchris13|Zchris13]] 00:11, 20 May 2009 (UTC)&lt;br /&gt;
::::Relax.  I never said BM didn't deserve it's own page.  I said it was basically a game log, not particularly (or intentionally) informative beyond that. But BM is both a landmark and ''The'' textbook example of several DF truths.  This is a relatively unknown example of the game going sideways - one User's install failed to activate a line of code that said &amp;quot;End&amp;quot; - film at 11.  Keep it or not, just don't overdo it if it stays.--[[User:Albedo|Albedo]] 00:29, 20 May 2009 (UTC)&lt;br /&gt;
:::::I was reading up on my dwarfistory lately.  Nist Akath, boatmurdered, all great stuff. Brilliant. [http://www.bay12games.com/forum/index.php?topic=25242.0 How I Learned to Stop Worrying and Love the Zombie Troll] is pretty good too. --[[User:Zchris13|Zchris13]] 00:54, 20 May 2009 (UTC)&lt;br /&gt;
:::::P.S.  Boatmurdered is actually what got me into DF anywho.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
http://bartabox.banquise.net/df/planepacked.txt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Anyone else amused by the name? I mean, it's just plain packed with every concevable ornamentation. Except cheese.  - to avoid the pain, I shall attempt to remain nameless.  &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Teres Draconis|Teres Draconis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Good Lord ==&lt;br /&gt;
&lt;br /&gt;
It has a picture of itself on it. The damn thing's fractal.&lt;br /&gt;
[[User:Lymojo|Lymojo]] 05:02, 2 May 2009 (UTC) Lymojo&lt;br /&gt;
&lt;br /&gt;
:It doesn't have just one picture of itself on it... it has itself carved on it 73 times!  Almost all of these carving are in limestone, too.  It could very well be fractal.  --[[User:Smartmo|Smartmo]] 15:24, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== If anyone's interested ... ==&lt;br /&gt;
* 416 engravings&lt;br /&gt;
* 224 mentions of Limestone&lt;br /&gt;
* 197 mentions of Magnetite&lt;br /&gt;
* 172 mentions of Dwarf&lt;br /&gt;
* 73 self references&lt;br /&gt;
* 65 mentions of Limonite&lt;br /&gt;
* 41 mentions of Toads&lt;br /&gt;
* 41 mentions of Ascension&lt;br /&gt;
* 40 mentions of Foundation&lt;br /&gt;
* 30 mentions of Goblin&lt;br /&gt;
* 16 mentions of Gyspum&lt;br /&gt;
* 15 mentions of Killing&lt;br /&gt;
* 12 mentions of Abduction&lt;br /&gt;
* 8 mentions of Kobold&lt;br /&gt;
* 8 mentions of Donkey&lt;br /&gt;
* 7 mentions of Mountains&lt;br /&gt;
* 6 mentions of Malachite&lt;br /&gt;
* 6 mentions of barrels&lt;br /&gt;
* 4 mentions of Steel&lt;br /&gt;
* 4 mentions of a Thin Cross, 1 of a Tall Cross&lt;br /&gt;
* 4 mentions of Dimpledflags, the Iron Hatch Cover&lt;br /&gt;
* 3 mentions of a Shining Sun, 1 of a Blazing Sun&lt;br /&gt;
* 3 mentions of Cave Lobster&lt;br /&gt;
* 2 mentions of Native Platinum&lt;br /&gt;
* 2 mentions of Oaks&lt;br /&gt;
* 2 mentions of Human&lt;br /&gt;
* 1 mention of Orthoclase&lt;br /&gt;
* 1 mention of Native Gold&lt;br /&gt;
* 1 mention of Pig Iron&lt;br /&gt;
* 1 mention of Dog Leather&lt;br /&gt;
* 1 mention of Brown Jasper&lt;br /&gt;
&lt;br /&gt;
And probably some I missed. [[User:Mraedis|Mraedis]] 11:17, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Show/Hide Description== &lt;br /&gt;
&lt;br /&gt;
I'd like to motion for adding show/hide buttons for the lengthy description involved with this piece... --[[User:MoQ|MoQ]] 06:39, 26 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35917</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35917"/>
		<updated>2009-04-28T18:42:41Z</updated>

		<summary type="html">&lt;p&gt;MoQ: I noticed what happens when you try to seize with nothing selected. Now its in the wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid traders' goods. They will leave them in depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  The display is somewhat misleading: tiles marked in green mean a wagon can ''fit'' in that space, not that it can necessarily reach it from the edge of the map.  Further, the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s only represent where the ''center'' of the wagon can fit -- so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood logs the smaller a fort's wood stockpile.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* All [[glass]]; formerly believed to be confined to clear and crystal glass (because [[pearlash]] is used in their creation) but also includes green glass from a magma glass furnace.&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the caravan to refuse to trade any more that season and will leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidence can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave, the merchants and animals will soon go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known if this hurts diplomatic relations.&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41545</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41545"/>
		<updated>2008-08-23T20:20:04Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, download and install AutoHotKey, then copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels). Pressing F3 will layout bedroom chambers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 15}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 18}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 17}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F3::&lt;br /&gt;
; Creates Bedrooms&lt;br /&gt;
&lt;br /&gt;
;Moves to first room&lt;br /&gt;
send dx{NumpadUp 7}{NumpadRight 2}&lt;br /&gt;
;spam&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;Moves to 2nd room etc&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadLeft}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadEnd 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;reset to center&lt;br /&gt;
send {NumpadDown 10}{NumpadLeft 6}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41544</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41544"/>
		<updated>2008-08-23T07:58:18Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels). Pressing F3 will layout bedroom chambers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 15}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 18}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 17}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F3::&lt;br /&gt;
; Creates Bedrooms&lt;br /&gt;
&lt;br /&gt;
;Moves to first room&lt;br /&gt;
send dx{NumpadUp 7}{NumpadRight 2}&lt;br /&gt;
;spam&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;Moves to 2nd room etc&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadLeft}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadEnd 3}{NumpadDown}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadDown 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgDn 3}{NumpadRight}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadHome 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadRight 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadPgUp 3}{NumpadUp}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadLeft 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send dx{NumpadUp 4}&lt;br /&gt;
send {NumpadHome 2}{Enter}{NumpadPgDn 4}{Enter}&lt;br /&gt;
send d{NumpadHome}{Enter}{NumpadHome 2}{Enter}{NumpadPgDn}&lt;br /&gt;
send i{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
;reset to center&lt;br /&gt;
send {NumpadDown 10}{NumpadLeft 6}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41543</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41543"/>
		<updated>2008-06-19T23:47:17Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Fixed an issue with staircase centering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels).&lt;br /&gt;
&lt;br /&gt;
Planned: F3 will add bedroom chambers. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 15}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 18}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 17}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41542</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41542"/>
		<updated>2008-06-19T23:07:32Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels).&lt;br /&gt;
&lt;br /&gt;
If building multiple layers, to make sure that your staircases line up properly: Move the cursor down one time after the macro runs, then move up or down a level and hit F1 again.&lt;br /&gt;
&lt;br /&gt;
Planned: F3 will add bedroom chambers. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 17}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 16}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41541</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41541"/>
		<updated>2008-06-16T18:17:38Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
To use, copy+paste the code below into a notepad or .txt file, then rename the extension on the filenamehere.txt file to  filenamehere.ahk&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels).&lt;br /&gt;
&lt;br /&gt;
Planned: F3 will add bedroom chambers. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 17}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 16}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41540</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41540"/>
		<updated>2008-05-23T18:01:18Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to layout a moat (I do not trust my dwarves with channels).&lt;br /&gt;
&lt;br /&gt;
Planned: F3 will add bedroom chambers. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 17}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 16}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41539</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41539"/>
		<updated>2008-05-23T17:59:19Z</updated>

		<summary type="html">&lt;p&gt;MoQ: Added moat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
This uses [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure, Press F2 to make a moat.&lt;br /&gt;
&lt;br /&gt;
Planned: F3 will add bedroom chambers. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Persistent&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
Exit&lt;br /&gt;
&lt;br /&gt;
F2::&lt;br /&gt;
; creates the moat&lt;br /&gt;
send dd&lt;br /&gt;
send {NumpadUp 17}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome 4}{Enter}{NumpadRight 8}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{NumpadRight 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadDown 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 3}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{NumpadDown}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadRight 4}{NumpadDown 8}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{NumpadDown 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadRight 4}{NumpadDown}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 4}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{NumpadPgDn}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadDown 4}{NumpadLeft 8}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{NumpadLeft 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadDown 4}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadUp 4}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadEnd}{Enter}&lt;br /&gt;
send {NumpadPgDn}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadLeft 4}{NumpadUp 8}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{NumpadUp 2}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadLeft 4}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 4}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{NumpadHome}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 4}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadDown 4}{NumpadRight 2}{Enter}&lt;br /&gt;
&lt;br /&gt;
; Resets to Center&lt;br /&gt;
send {NumpadRight 5}{NumpadDown 16}&lt;br /&gt;
Exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41538</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41538"/>
		<updated>2008-05-11T01:45:27Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MoQ's Macros=&lt;br /&gt;
These macros all use [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
Press F1 for basic structure.&lt;br /&gt;
&lt;br /&gt;
Planned: F2 will add a moat, F3 will add bedroom chambers. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}{NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41537</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41537"/>
		<updated>2008-05-11T01:09:44Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MoQ's Macros==&lt;br /&gt;
These macros all use [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}{NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41536</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41536"/>
		<updated>2008-05-11T01:00:52Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MoQ's Macros==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}{NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41535</id>
		<title>User:MoQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoQ&amp;diff=41535"/>
		<updated>2008-05-11T00:59:29Z</updated>

		<summary type="html">&lt;p&gt;MoQ: New page: ==MoQ's Macros==   As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver]. Will be improved in the future... ==RoarCircle== &amp;lt;pre&amp;gt; F1:: ; Creates main block ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MoQ's Macros==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As inspired by Necronopticous's Roarsilver [http://mkv25.net/dfma/map-2312-roarsilver].&lt;br /&gt;
Will be improved in the future...&lt;br /&gt;
==RoarCircle==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
F1::&lt;br /&gt;
; Creates main block&lt;br /&gt;
send dd{Enter}{NumpadHome 9}{Enter}{Enter}{NumpadLeft 4}{Enter}{Enter}{NumpadRight 26}{NumpadDown 18}{Enter}&lt;br /&gt;
; Creates Right-side bits&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadUp 16}{Enter}&lt;br /&gt;
send {NumpadDown}{NumpadPgDn}{Enter}{NumpadDown 12}{Enter}&lt;br /&gt;
send {NumpadUp 2}{NumpadPgUp}{Enter}{NumpadUp 6}{Enter}&lt;br /&gt;
; Creates Top-side bits&lt;br /&gt;
send {NumpadHome 4}{NumpadUp 3}{Enter}{NumpadUp}{NumpadLeft 24}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 22}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 18}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{NumpadRight 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadLeft}{Enter}{NumpadLeft 12}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadRight 2}{Enter}{NumpadRight 6}{Enter}&lt;br /&gt;
; Creates Left-side bits&lt;br /&gt;
send {NumpadEnd 8}{NumpadLeft 9}{Enter}{Numpaddown 16}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadUp}{Enter}{NumpadUp 12}{Enter}&lt;br /&gt;
send {NumpadDown 2}{NumpadEnd}{Enter}{NumpadDown 6}{Enter}&lt;br /&gt;
; Creates Bottom-side bits&lt;br /&gt;
send {NumpadPgDn 4}{NumpadDown 3}{Enter}{Numpaddown}{NumpadRight 24}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 22}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 18}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{NumpadLeft 16}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadRight}{Enter}{NumpadRight 12}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadLeft 2}{Enter}{NumpadLeft 6}{Enter}&lt;br /&gt;
; Creates Stairs in Center&lt;br /&gt;
send {NumpadUp 16}{NumpadRight 3}&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
send {NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadEnd}{Enter}{Enter}&lt;br /&gt;
; Resets to center, for going up and down levels&lt;br /&gt;
send {NumpadRight}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39109</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39109"/>
		<updated>2008-04-23T18:00:09Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 5 to 10 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, which doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer above it to get it started, but this method is the most efficient for those with 100% visibility, and has a great reuse value. Real dwarves' choice! It takes a lot of keypressing to designate, [[Mineshaft.ahk|here]] is a ahk script to save your fingers&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. Unless you have particularly bad luck you should also find all veins, but there is no guarantee.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39103</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39103"/>
		<updated>2008-03-22T16:13:00Z</updated>

		<summary type="html">&lt;p&gt;MoQ: /* Mine shafts */  Noting need to clear a layer from above.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 5 to 10 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, which doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need a way to clear the layer above it, but this method is the most efficient for those with 100% visibility, and has a great reuse value. Real dwarves' choice!&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39102</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39102"/>
		<updated>2008-03-21T15:08:13Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 5 to 10 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, which doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, and has a good reuse value. Real dwarves' choice!&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
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&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Light&amp;diff=22172</id>
		<title>40d:Light</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Light&amp;diff=22172"/>
		<updated>2008-03-19T18:13:58Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[map tile]] is considered '''light''' if it is on the surface, or [[above ground]], either inside walls and ceilings. Dwarves that spend too much time underground or in [[subterranean]] tunnels may become nauseated when emerging into the ''evil'' light that permanently bathes the world.&lt;br /&gt;
&lt;br /&gt;
Light is the opposite of [[dark]]. The terms are used opposingly in dwarf fortress when viewing a tile using the {{Key|k}} look at menu. Light and dark can be combined with [[inside]] and [[outside]] as well as [[above ground]] and [[subterranean]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Subterranean&amp;diff=22487</id>
		<title>40d:Subterranean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Subterranean&amp;diff=22487"/>
		<updated>2008-03-19T18:10:56Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[map tile]] is considered '''subterranean''' if it is below natural rock or soil. Almost every tunnel [[digging|dug]] by your [[miner]]s will create ''subterranean'' tiles. The exception is channels dug from the surface; attaching a subterranean tile to ''evil'' [[light]] from the surface makes the tile become part of the dreaded [[above ground]].&lt;br /&gt;
&lt;br /&gt;
''Subterranean'' is the opposite term for [[above ground]]. The terms are used opposingly in dwarf fortress when viewing a tile using the {{Key|k}} look at menu. Subterranean can be combined with [[dark]] as well as [[inside]], but ''not'' [[light]] or [[outside]].&lt;br /&gt;
&lt;br /&gt;
Making a glass [[construction]] above or in a channel should make the tile below both light and subterranean, curing it partially of the above ground affliction...{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*''This article is deliberately overstated and theatrical.''&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=94</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=94"/>
		<updated>2008-02-24T17:02:43Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#00f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''The latest Dwarf Fortress version is v{{current/version}}, released {{current/lastupdate}}.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;Please ensure that all information added is ''accurate for the new version''. The&lt;br /&gt;
  [http://archive.dwarffortresswiki.net/index.php/Main_Page archive of the old wiki] is still available.&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | * [[Your first fortress]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (older)&lt;br /&gt;
|}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Losing]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
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| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2677834 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=41106 Penny-Arcade Thread],  [http://forums.facepunchstudios.com/showthread.php?t=449677 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/783000928831 Ars Technica Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
|-&lt;br /&gt;
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| [http://archive.dwarffortresswiki.net Old Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://dwarffortress.free.fr/modules/news/ The French Wiki ], [http://band-chukei.ddo.jp/df/ The Japanese Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wrestling&amp;diff=22266</id>
		<title>40d:Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wrestling&amp;diff=22266"/>
		<updated>2008-02-21T19:49:13Z</updated>

		<summary type="html">&lt;p&gt;MoQ: &lt;/p&gt;
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&lt;div&gt;The text below applies to using wrestling in [[Adventure Mode]]. Wrestling in [[Fortress Mode]] is presumed to use the same mechanics, although the player has no direct control over how the wrestling is performed.&lt;br /&gt;
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== Initiating wrestling ==&lt;br /&gt;
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While standing next to an opponent, the &amp;quot;Attack&amp;quot; key {{K|Shift}}+{{K|a}} by default will give you a list of targets, and allow you to switch modes by pressing {{K|Enter}}.&lt;br /&gt;
Press enter until you are in wrestling mode, then chose your opponent as you would for a normal attack.&lt;br /&gt;
You should now be on the wrestling screen ready to initiate a wrestle.&lt;br /&gt;
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== Wrestling screen ==&lt;br /&gt;
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The wrestling screen is divided into the current holds at the top of the screen and the wrestling options at the bottom.&lt;br /&gt;
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== Current holds ==&lt;br /&gt;
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The current holds are displayed at the top of the screen in the following format&lt;br /&gt;
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You &amp;lt;Your Limb&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;Hold Type&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;Their Limb&amp;gt; Them&lt;br /&gt;
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the two direction symbols are always either pointing from you toward them to indicate that you are holding them, or from them toward you, indicating that they are holding you.&lt;br /&gt;
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The Hold Type progresses from holds to locks, and the limbs includes all sorts of limbs appendages, and also weapons.&lt;br /&gt;
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== Wrestling technique ==&lt;br /&gt;
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Wrestling generally progresses over a number of actions.&lt;br /&gt;
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The first step to wrestling is to get a grip on your opponent.&lt;br /&gt;
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From here, you can either attempt to throw or &amp;quot;take down&amp;quot; your opponent (take down meaning forcefully place on the floor) or progress to a lock.&lt;br /&gt;
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From a lock you can attempt to do some serious damage.&lt;br /&gt;
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== Training strategies ==&lt;br /&gt;
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You can train up quickly by breaking a zombie's limbs, then choking it repeatedly. Take a break from time to time, because you will get tired. (Oddly enough, walking will cause you to become less tired.)&lt;br /&gt;
Alternatively you can train wrestling along with your weapon skill by doing a single takedown, or breaking a single joint before finishing an enemy.&lt;br /&gt;
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== Wrestling strategies ==&lt;br /&gt;
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If your enemy is wielding a weapon, it is a good idea to break his weapon arm.&lt;br /&gt;
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Knocking them down without breaking their legs is rather sneaky, as you can wait for them to get up, then charge at them again and keep alternating moves.&lt;br /&gt;
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You can also use it to grab worn items (including weapons) to prevent them being used against you, and even snatch them away. Beating an [[undead]] pike master with his own weapon is always fun. (Press &amp;quot;shift + i&amp;quot;. It displays the inventory. Select the object written in red : It is the one that both you and your opponent are holding)&lt;br /&gt;
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== What grabs do ==&lt;br /&gt;
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Breaking joints disables limbs.&lt;br /&gt;
* Arm will stop the opponent from using that arm to attack (at least effectively)&lt;br /&gt;
* Leg will cause the opponent to fall to the floor and dramatically reduce their movement speed&lt;br /&gt;
* Strangling an opponent damages the throat location. A red throat injury is a mortal wound which will inevitably cause the victim to bleed to death. Also makes them winded, which lowers movement speed and may cause suffocation.&lt;br /&gt;
* Gouging eyes out will cause incredible pain as well as blinding opponents or at least greatly reducing accuracy and vision. (also causes heavy bleeding)&lt;br /&gt;
* Pinching will cause pain/unconsiousness to an opponent without wounding them.&lt;br /&gt;
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{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ '''How To Hurt People Limb By Limb'''&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Limb !! Held By !! Grip Actions !! Lock Actions &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Head || Hand || Pinch, Gouge,Take down || None&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Neck || Any || None || Strangle&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Upper Arm || Any || Throw, Take Down || Break Shoulder&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lower Arm || Any || None || Break Elbow&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Hand || Any || None || Break Wrist&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Upper Body || Any || Take Down, Throw || None&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Lower Body || Any || Take Down, Throw || None&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Upper Leg || Any || None || Break Hip&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Lower Leg || Hand || None || Break Knee&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Foot || Hand || None || Break Ankle&lt;br /&gt;
|}&lt;br /&gt;
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== Changes in the future ==&lt;br /&gt;
&lt;br /&gt;
[[Toady One]]'s mentioned that the system's going to be changed at some point, that, without looking at his dev/bloat lists, I can only assume means that the menu will be changed so have you work by the limb you want to use and the part you want to grab. in turn, not all in a list at once. And there's the promise of 'dirty' moves, he mentioned too, such as slitting your foes throat. That one I’m looking forward to most. I mean... err...&lt;br /&gt;
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I hope that helps you some.&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MoQ</name></author>
	</entry>
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