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		<id>https://dwarffortresswiki.org/index.php?title=40d:Changes_in_v0.27&amp;diff=282888</id>
		<title>40d:Changes in v0.27</title>
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		<summary type="html">&lt;p&gt;NiftyManiac: /* Release History */ Added v50 release summaries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:History of ''Dwarf Fortress''}}&lt;br /&gt;
'''''Dwarf Fortress''''' has a huge planned feature set (see [http://www.bay12games.com/dwarves/dev.html Bay 12 Games] for a list), and has evolved considerably since its first public release on August 8, 2006. The following is an overview of major and minor changes made to the game, and when they were made. There are currently many omissions of important changes (for instance, a period during which [[siege]]s were broken and finally fixed).&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.40 (DF2014) ==&lt;br /&gt;
'''See [[DF2014:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.34 (DF2012) ==&lt;br /&gt;
'''See [[DF2012:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.31 ==&lt;br /&gt;
'''See [[DF2010:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
Along with a host of new features, the release of 0.31.01 brought a new version system, shortening the originally 5-part (6-part if the SDL experimental branch is included) version number to just three parts.&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.27-0.28 ==&lt;br /&gt;
&lt;br /&gt;
With the release of version 0.27.169.32a, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- with the new release, fortresses could span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.&lt;br /&gt;
&lt;br /&gt;
The following is a list of major aspects of the 2D versions that changed completely with the release of the first 3D version.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.&lt;br /&gt;
*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).&lt;br /&gt;
*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills (the &amp;quot;trade minister&amp;quot; did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could potentially get up to '''39''' nobles in your fort.&lt;br /&gt;
*There were no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).&lt;br /&gt;
&lt;br /&gt;
=== Materials differences ===&lt;br /&gt;
There were not as many kinds of stone. Stone was divided into three categories: Light ([[Limestone]], [[Marble]], [[Moonstone]]), Dark ([[Jet]], [[Obsidian]], [[Onyx]]), and Gray/rock (all others). Light and dark stone (other than obsidian) had 2x value multiplier, and Obsidian had 3x. You could choose whether to make something of light stone, dark stone, or rock, but you could not specify light or dark but exclude limestone or obsidian.&lt;br /&gt;
&lt;br /&gt;
Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.&lt;br /&gt;
&lt;br /&gt;
There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead. Alloys could only be smelted from ore, with steel being a partial exception (pig iron was made from iron bars, but steel was made from pig iron and ''hematite''), so smelting ''all'' of your ore was a bad idea.&lt;br /&gt;
&lt;br /&gt;
Mining yields were all based on skill level (starting at 25% for a Dabbling miner), but only ore could reach a 100% yield - gems and coal maxed out at 63%, while normal stone could only reach 44%.  In versions 0.27.169.32a through  0.34.06, all mining byproducts followed the &amp;quot;ore&amp;quot; formula (up to 100% yield, dependent on skill), but version 0.34.07 changed the yields based on cluster type (100% for small clusters and &amp;quot;special&amp;quot; materials, 33% for veins, and 25% for everything else) and dropped the skill requirements.&lt;br /&gt;
&lt;br /&gt;
There was only one kind of coal: [[bituminous coal]], yielding two bars of [[coke]] from smelting. Only [[limestone]] could be used as [[flux]] for making [[steel]].&lt;br /&gt;
&lt;br /&gt;
Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
&lt;br /&gt;
The [[weight]] system was also much simpler - compared to 0.28.181.40d, all types of silk effectively had a density of 125, all wood, cloth/leather, and bone/shell materials had a density of 500, and all stones and metals had a density of 1000. Furthermore, the Γ unit was 10 times as heavy, so dwarves became encumbered much more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Building differences ===&lt;br /&gt;
*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
*Steel was necessary for building things over the magma river; Iron could be used with magma in other places.&lt;br /&gt;
*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
*Magma buildings had to have the left or right center tile over the magma river - other tiles could be but wouldn't power the building, and magma channels would not work.&lt;br /&gt;
&lt;br /&gt;
=== Terrain layout ===&lt;br /&gt;
There was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river, demon pit, and adamantine-lined chasm at fairly regular distances in to the mountain, that were present in every fortress. The cave river was lined with limestone; the magma river was lined with obsidian. &amp;quot;Discovered&amp;quot; features (cave river, chasm, etc.) would only be partly revealed according to what was within line-of-sight from all dwarf-accessible tiles.&lt;br /&gt;
&lt;br /&gt;
(Note that the compass directions are an abstraction, and the river does not necessarily actually run north to south with the cliff face to the east)&lt;br /&gt;
&lt;br /&gt;
The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  While activity zones did not exist yet, you could [o]rder refuse to be dumped into the chasm.&lt;br /&gt;
&lt;br /&gt;
=== Rivers, Fluids and Flooding ===&lt;br /&gt;
The underground river would flood when breached and then once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear. Irrigation was much more necessary for farming than it is now (as you could ''only'' build farms on muddied tiles; soil types did not exist), though some fortresses survived purely on tiles muddied by the natural flood (&amp;quot;Nile-style farms&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).&lt;br /&gt;
&lt;br /&gt;
While natural floods were limited in size and would subside naturally, floods released by floodgates expanded ''forever'' and were only ended by an &amp;quot;anti-flood&amp;quot; caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.&lt;br /&gt;
&lt;br /&gt;
Wells could just be &amp;quot;dug&amp;quot;, and did not have to be connected to a water supply. Cave river creatures (frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.&lt;br /&gt;
&lt;br /&gt;
Aquifers did not exist in the 2D version.&lt;br /&gt;
&lt;br /&gt;
=== Cave-ins ===&lt;br /&gt;
Cave-ins would happen in short order if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a support pillar). Cave-ins from mining had a random delay, but cave-ins triggered by blowing out a support happened immediately. Supports could survive the magma flood.&lt;br /&gt;
&lt;br /&gt;
=== Adamantine ===&lt;br /&gt;
[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]&lt;br /&gt;
Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a &amp;quot;too deep&amp;quot;ed fortress in adventure mode, you would find a large &amp;quot;Demon&amp;quot;. After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], all raw adamantine, mined or not, would turn into galena. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Skills and labors ===&lt;br /&gt;
In the 2D versions, a number of related skills were lumped together via a common [[labor]].  The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called &amp;quot;metalsmithing&amp;quot;.  Potash making and lye making were grouped under &amp;quot;ashery operating&amp;quot;.  Gem cutting and gem setting were lumped under &amp;quot;jeweling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors.  It was nigh impossible to produce top-quality adamantine items because there wasn't enough adamantine (or '''time''', for that matter) available to train up an &amp;quot;adamantine worker&amp;quot; unless you managed to get a lucky [[strange mood]].  In the 3D versions, adamantine extractor was renamed &amp;quot;strand extractor&amp;quot; and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
The most recent releases are listed at the top.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v50 ===&lt;br /&gt;
* [[Release information/50.04|50.04]] (2022-12-22): ''Classic release'': released the free [[Classic]] version on [https://www.bay12games.com/dwarves/ bay12games.com], and enabled classic mode in the Premium version.&lt;br /&gt;
* [[Release information/50.03|50.03]] (2022-12-12): ''Premium-only bugfix''&lt;br /&gt;
* [[Release information/50.02|50.02]] (2022-12-08): ''Premium-only bugfix''&lt;br /&gt;
* [[Release information/50.01|50.01]] (2022-12-06): ''Premium release'': launched  the paid [[Premium]] version on Steam and itch.io. Introduced [[graphics]], full [[Mouse control|mouse support]], a new user [[interface]], tutorials, and new [[soundtrack|music]] and sound effects. A number of features from v0.47 were lost in 50.01 (see [[Missing features]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.47 ===&lt;br /&gt;
* [[DF2014:Release information/0.47.05|0.47.05]] (2021-01-28): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.04|0.47.04]] (2020-02-29): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.03|0.47.03]] (2020-02-16): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.02|0.47.02]] (2020-02-06): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.01|0.47.01]] (2020-01-29): ''Release'': introduced creation of [[guildhall]]s and [[temple]]s. Introduced [[traitor]]s and [[villain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.44 ===&lt;br /&gt;
* 0.44.12 (2018-06-23): ''Hotfix'';&lt;br /&gt;
* 0.44.11 (2018-06-23): Civilizations create nearby sites and associate them with your fortress, can request/send workers, long-term memories can lead to personality changes&lt;br /&gt;
* 0.44.10 (2018-05-05): Dwarves now have short-term and long-term memories of emotional events, Adventurer mode log improved&lt;br /&gt;
* 0.44.09 (2018-04-01): ''Hotfix'';&lt;br /&gt;
* 0.44.08 (2018-03-29): ''Bugfix'';&lt;br /&gt;
* 0.44.07 (2018-03-12): ''Hotfix'';&lt;br /&gt;
* 0.44.06 (2018-03-09): Raids can pillage/raze sites and demand tribute, will gain skills (e.g. military tactics) during missions&lt;br /&gt;
* 0.44.05 (2018-01-14): ''Hotfix'';&lt;br /&gt;
* 0.44.04 (2018-01-10): ''Bugfix'';&lt;br /&gt;
* 0.44.03 (2017-12-25): ''Bugfix'';&lt;br /&gt;
* 0.44.02 (2017-11-23): ''Hotfix'';&lt;br /&gt;
* 0.44.01 (2017-11-22): ''Release''; can now send raids to other sites, build museums using pedestals and display cases, artifacts created during worldgen, civilizations can send spies to gather information on artifacts&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.43 ===&lt;br /&gt;
* 0.43.05 (2016-06-20): '''64-bit support''', bugfixes&lt;br /&gt;
* 0.43.04 (2016-06-20): ''Bugfix'';&lt;br /&gt;
* 0.43.03 (2016-05-22): ''Bugfix'';&lt;br /&gt;
* 0.43.02 (2016-05-11): ''Hotfix'';&lt;br /&gt;
* 0.43.01 (2016-05-09): ''Release''; Adventurers can create sites, make stone axes, fell trees, perform carpentry, and construct buildings; Fortress mode work orders can now specify start conditions, restart frequencies, and how many workshops can be used&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.42 ===&lt;br /&gt;
* 0.42.06 (2016-02-10): Can specify exact materials for jobs, make specific crafts, apply specific decorations, and even customize the details of art images; Adventurers can now do bone carving, complete with custom images&lt;br /&gt;
* 0.42.05 (2016-01-17): Reputations for hunters and protection from bandits&lt;br /&gt;
* 0.42.04 (2015-12-26): More varieties of [[animal people]] and giant animals, Vampire purges during worldgen, bugfixes&lt;br /&gt;
* 0.42.03 (2015-12-12): ''Bugfix'';&lt;br /&gt;
* 0.42.02 (2015-12-05): ''Bugfix'';&lt;br /&gt;
* 0.42.01 (2015-12-01): ''Release''; introduced taverns, temples, and libraries, added new musical instruments and performance skills, introduced [[need]]s to replace dwarves going On Break, added visitors who can petition for fortress membership, scholars and historians can write books and spread knowledge, and drinking alcohol actually causes inebriation (and eventually fatal alcohol poisoning)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.40 ===&lt;br /&gt;
* 0.40.24 (2015-01-07): ''Bugfix''; Misc. bugfixes; allowing 1x1 forts&lt;br /&gt;
* 0.40.23 (2014-12-24): ''Bugfix''; Fixed farming job cancellations, armies camping forever, typos, and channeling bug&lt;br /&gt;
* 0.40.22 (2014-12-21): ''Bugfix''; Fixed multi-item jobs and toggle marker tweak&lt;br /&gt;
* 0.40.21 (2014-12-19): ''Hotfix''; Fixed a crash bug and other issues&lt;br /&gt;
* 0.40.20 (2014-12-18): Job priorities rewrite; vein and cluster automining&lt;br /&gt;
* 0.40.19 (2014-11-26): [[Gelding]] and related profession/skill/etc&lt;br /&gt;
* 0.40.18 (2014-11-20): ''Hotfix''; Fixed a smelting issue on Windows&lt;br /&gt;
* 0.40.17 (2014-11-19): ''Bugfix'';&lt;br /&gt;
* 0.40.16 (2014-11-12): ''Bugfix'';&lt;br /&gt;
* 0.40.15 (2014-11-05): ''Bugfix'';&lt;br /&gt;
* 0.40.14 (2014-10-25): Thought/emotion rewrite, stopped site invaders from always winning&lt;br /&gt;
* 0.40.13 (2014-09-17): ''Bugfix'';&lt;br /&gt;
* 0.40.12 (2014-09-10): ''Bugfix'';&lt;br /&gt;
* 0.40.11 (2014-09-03): ''Bugfix'';&lt;br /&gt;
* 0.40.10 (2014-08-24): ''Bugfix'';&lt;br /&gt;
* 0.40.09 (2014-08-17): ''Bugfix''; Misc. bugfixes&lt;br /&gt;
* 0.40.08 (2014-08-11): ''Hotfix''; Fixed a crash bug and issues with constructions &lt;br /&gt;
* 0.40.07 (2014-08-10): ''Bugfix''; AI and invasion fixes&lt;br /&gt;
* 0.40.06 (2014-08-03): ''Bugfix''; stack bugfixes.&lt;br /&gt;
* 0.40.05 (2014-07-27): ''Bugfix''; fixed large world slowdown, decreased rampant tree growth, many old and new bugfixes.&lt;br /&gt;
* 0.40.04 (2014-07-20): ''Bugfix''; several crash fixes, made saplings grow properly.&lt;br /&gt;
* 0.40.03 (2014-07-13): ''Bugfix''; broke save game compatibility again due to more save corruption, several crash fixes.&lt;br /&gt;
* 0.40.02 (2014-07-10): ''Bugfix''; broke save game compatibility due to save corruption, several crash fixes.&lt;br /&gt;
* 0.40.01 (2014-07-07): ''Release''; Introduced world generation running in the background while fortresses and adventurers progress, un-retiring of fortresses, multiple tile trees, climbing &amp;amp; jumping, and more.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.34 ===&lt;br /&gt;
&lt;br /&gt;
In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 2011-01-30, Threetoe announced plans for a series of nine numbered releases (&amp;quot;Short-term Goals&amp;quot; on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned &amp;quot;caravan&amp;quot; development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.&lt;br /&gt;
&lt;br /&gt;
* 0.34.11 (2012-06-04): ''Bugfix''&lt;br /&gt;
* 0.34.10 (2012-05-21): ''Bugfix''&lt;br /&gt;
* 0.34.09 (2012-05-17): ''Bugfix''&lt;br /&gt;
* 0.34.08 (2012-05-14): Hauling overhaul - minecarts and wheelbarrows, more accurate projectiles, reduced mining yields, advanced stockpile/workshop links&lt;br /&gt;
* 0.34.07 (2012-03-30): ''Bugfix''&lt;br /&gt;
* 0.34.06 (2012-03-23): Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs&lt;br /&gt;
* 0.34.05 (2012-03-06): ''Bugfix''&lt;br /&gt;
* 0.34.04 (2012-02-29): ''Hotfix''&lt;br /&gt;
* 0.34.03 (2012-02-28): ''Bugfix''&lt;br /&gt;
* 0.34.02 (2012-02-18): ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues&lt;br /&gt;
* 0.34.01 (2012-02-14): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system,&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.31 ===&lt;br /&gt;
&lt;br /&gt;
* 0.31.25 (2011-03-28): ''Hotfix'' -- Final update of version 0.31.&lt;br /&gt;
* 0.31.24 (2011-03-27): ''Hotfix''&lt;br /&gt;
* 0.31.23 (2011-03-26): ''Hotfix''&lt;br /&gt;
* 0.31.22 (2011-03-24): ''Bugfix''&lt;br /&gt;
* 0.31.21 (2011-03-06): ''Bugfix''&lt;br /&gt;
* 0.31.20 (2011-03-06): ''Hotfix''&lt;br /&gt;
* 0.31.19 (2011-02-16): Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.&lt;br /&gt;
* 0.31.18 (2010-11-16): ''Hotfix''&lt;br /&gt;
* 0.31.17 (2010-11-11): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles&lt;br /&gt;
* 0.31.16 (2010-10-04): ''Hotfix''&lt;br /&gt;
* 0.31.15 (2010-10-03): ''Bugfix''&lt;br /&gt;
* 0.31.14 (2010-09-23): ''Hotfix''&lt;br /&gt;
* 0.31.13 (2010-09-15): Entity populations, sprawl, river density tweaking, TrueType font support&lt;br /&gt;
* 0.31.12 (2010-07-25): ''Hotfix''&lt;br /&gt;
* 0.31.11 (2010-07-23): Art of deities&lt;br /&gt;
* 0.31.10 (2010-07-11): ''Hotfix''&lt;br /&gt;
* 0.31.09 (2010-07-10): Adventure mode knapping and butchery, combat improvements&lt;br /&gt;
* 0.31.08 (2010-06-19): ''Hotfix''&lt;br /&gt;
* 0.31.07 (2010-06-19): ''Bugfix''&lt;br /&gt;
* 0.31.06 (2010-06-09): ''Bugfix''&lt;br /&gt;
* 0.31.05 (2010-06-04): ''Bugfix''&lt;br /&gt;
* 0.31.04 (2010-05-16): Merge with the 40d19 branch&lt;br /&gt;
* 0.31.03 (2010-04-12): Ability to create undead in arena&lt;br /&gt;
* 0.31.02 (2010-04-08): ''Bugfix''&lt;br /&gt;
* 0.31.01 (2010-04-01): Overhaul of many aspects of the game, first 2010 release&lt;br /&gt;
&lt;br /&gt;
=== 3D Version (before 2010) ===&lt;br /&gt;
* ''Branch'': 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming&lt;br /&gt;
* 0.28.181.40d (2008-09-06): ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]&lt;br /&gt;
* 0.28.181.40c (2008-08-21): ''Hotfix'', partial print now allows specifying a frame count&lt;br /&gt;
* 0.28.181.40b (2008-08-20): Partial print, windowed/fullscreen gridsizes&lt;br /&gt;
* 0.28.181.40a (2008-08-18): Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.), and dwarves now try to store items in partially-filled containers instead of empty ones&lt;br /&gt;
* 0.28.181.39f (2008-08-09): [[Custom grid]] sizes added&lt;br /&gt;
* 0.28.181.39e (2008-07-23): ''Hotfix''&lt;br /&gt;
* 0.28.181.39d (2008-07-23): Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented, and worldgen presets added&lt;br /&gt;
* 0.28.181.39c (2008-07-16): ''Hotfix''&lt;br /&gt;
* 0.28.181.39b (2008-07-14): ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names&lt;br /&gt;
* 0.28.181.39a (2008-07-13): Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air&lt;br /&gt;
* 0.27.176.38c (2008-02-24): ''Bugfix''&lt;br /&gt;
* 0.27.176.38b (2008-02-23): First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes&lt;br /&gt;
* 0.27.176.38a (2008-02-15): Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made, and plants can now drown in deep water&lt;br /&gt;
* 0.27.173.38a (2008-02-04): [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed&lt;br /&gt;
* 0.27.169.33g (2007-12-21): Mud no longer dries up during winter, occupied cages are named according to their contents, brand new &amp;quot;Bring to depot&amp;quot; interface, [[strange mood]]s no longer require glass until you actually make some&lt;br /&gt;
* 0.27.169.33f (2007-12-14): ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition, donkey/horse foals are now named properly, graphics sets can now use custom tiles for appointed nobles, and flux stones now have a value of 2 again.&lt;br /&gt;
* 0.27.169.33e (2007-12-08): ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates, donkeys can now breed, most types of vermin no longer have bones, and most types of fish no longer have lungs or throats&lt;br /&gt;
* 0.27.169.33d (2007-11-30): ''Bugfix''&lt;br /&gt;
* 0.27.169.33c (2007-11-23): Animals screen now labels war dogs and hunting dogs correctly, [[sliver barb]]s now have seeds, and process priority can now be configured in init.txt&lt;br /&gt;
* 0.27.169.33b (2007-11-16): [[Carp]] and other fish no longer gain [[swimming]] skill (making them ''slightly'' less dangerous), and various ore types now properly show up as '*' when mined.&lt;br /&gt;
* 0.27.169.33a (2007-11-01): added [[wood]]en [[block]]s, renamed aluminum ore to &amp;quot;native aluminum&amp;quot;, [[mountain gnome]]s and [[dark gnome]]s no longer butcherable&lt;br /&gt;
* 0.27.169.32a (2007-10-29): The very first fully 3D version&lt;br /&gt;
&lt;br /&gt;
=== 2D Version ===&lt;br /&gt;
* 0.23.130.23a (2007-01-18): ''Hotfix'' - Final version&lt;br /&gt;
* 0.23.125.23b (2007-01-16): ''Hotfix''&lt;br /&gt;
* 0.23.125.23a (2007-01-16): Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen. Spirits of fire also got a '''lot''' hotter. For some reason, [[horse]]s are now made of [[iron]].&lt;br /&gt;
* 0.22.123.23a (2006-12-21): ''Hotfix''&lt;br /&gt;
* 0.22.123.23a (2006-12-21): More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan; male cows are now called bulls, and whips can no longer get stuck in opponents&lt;br /&gt;
* 0.22.121.23b (2006-12-16): The ability to disable temperature and weather were added (to boost FPS)&lt;br /&gt;
* 0.22.121.23a (2006-12-14): Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby&lt;br /&gt;
* 0.22.120.23b (2006-12-10): Improved temperature support was added&lt;br /&gt;
* 0.22.120.23a (2006-11-23): The ability to use custom [[graphics sets]] was added&lt;br /&gt;
* 0.22.110.23c (2006-11-17): ''Hotfix''&lt;br /&gt;
* 0.22.110.23b (2006-11-15): ''Hotfix''&lt;br /&gt;
* 0.22.110.23a (2006-11-17): [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth&lt;br /&gt;
* 0.22.110.22f (2006-11-03): ''Bugfix''; additionally, butterflies, fireflies, and dragonflies can no longer be kept as pets. [[Boatmurdered]] began in this version.&lt;br /&gt;
* 0.22.110.22e (2006-10-29): ''Hotfix''&lt;br /&gt;
* 0.22.110.22d (2006-10-29): ''Hotfix''&lt;br /&gt;
* 0.22.110.22c (2006-10-29): Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).&lt;br /&gt;
* 0.22.110.22b (2006-10-21): ''Hotfix''&lt;br /&gt;
* 0.22.110.22a (2006-10-21): Inventory system changes (most notably, gloves and boots were split into two items (left &amp;amp; right for gloves))&lt;br /&gt;
* 0.22.107.21a (2006-10-02): Various changes to [[adventurer mode]] - guards and families, plus &amp;quot;.&amp;quot; as a wait key&lt;br /&gt;
* 0.21.105.21a (2006-09-25): ''Hotfix''&lt;br /&gt;
* 0.21.104.21c (2006-09-25): Making potash no longer required making ashes into lye first.&lt;br /&gt;
* 0.21.104.21b (2006-09-16): Workshop profiles were added, along with showing genders on the Animal status screen&lt;br /&gt;
* 0.21.104.21a (2006-09-08): [[Designation|Designating]] with the mouse was added&lt;br /&gt;
* 0.21.104.19d (2006-09-02): ''Bugfix''&lt;br /&gt;
* 0.21.104.19c (2006-09-02): The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)&lt;br /&gt;
* 0.21.104.19b (2006-08-27): ''Bugfix''&lt;br /&gt;
* 0.21.104.19a (2006-08-27): The ability to &amp;quot;chasm&amp;quot; items was added (complete with attacks from chasm creatures as a result), as well as butchering cats&lt;br /&gt;
* 0.21.102.19a (2006-08-24): Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed&lt;br /&gt;
* 0.21.101.19d (2006-08-21): ''Bugfix''&lt;br /&gt;
* 0.21.101.19c (2006-08-20): ''Bugfix''&lt;br /&gt;
* 0.21.101.19b (2006-08-20): ''Bugfix''&lt;br /&gt;
* 0.21.101.19a (2006-08-19): Adventurers could now have custom first names&lt;br /&gt;
* 0.21.100.19a (2006-08-16): Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map&lt;br /&gt;
* 0.21.95.19c (2006-08-14): Farm plot fertilization could be controlled directly&lt;br /&gt;
* 0.21.95.19b (2006-08-13): ''Bugfix''&lt;br /&gt;
* 0.21.95.19a (2006-08-12): ''Bugfix''&lt;br /&gt;
* 0.21.93.19c (2006-08-10): ''Bugfix''&lt;br /&gt;
* 0.21.93.19b (2006-08-10): ''Bugfix''&lt;br /&gt;
* 0.21.93.19a (2006-08-08): Initial public release&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:История разработки DF]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Premium&amp;diff=282887</id>
		<title>Premium</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Premium&amp;diff=282887"/>
		<updated>2023-01-03T23:00:50Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Redirected page to Dwarf Fortress#Premium version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Dwarf_Fortress#Premium_version]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Classic&amp;diff=282886</id>
		<title>Classic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Classic&amp;diff=282886"/>
		<updated>2023-01-03T23:00:32Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Redirected page to Dwarf Fortress#Classic version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Dwarf_Fortress#Classic_version]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Classic_version&amp;diff=282885</id>
		<title>Classic version</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Classic_version&amp;diff=282885"/>
		<updated>2023-01-03T23:00:01Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Changed redirect target from Dwarf Fortress to Dwarf Fortress#Classic version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Dwarf_Fortress#Classic_version]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress&amp;diff=282884</id>
		<title>Dwarf Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress&amp;diff=282884"/>
		<updated>2023-01-03T22:59:23Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Classic version anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:''Dwarf Fortress''}}&lt;br /&gt;
[[File:Df logo.png|thumb|350px|Official logo]]&lt;br /&gt;
&lt;br /&gt;
'''''Dwarf Fortress''''' (officially '''''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''''', referred to as '''DF''') is a part [[wikipedia: Construction and management simulation|construction and management simulation]], part [[wikipedia: roguelike|roguelike]], [[wikipedia: indie video game|indie]] video game created by [[Tarn Adams|Tarn]] (Toady One) and [[Zach Adams]] (ThreeToe). [[wikipedia: Freeware|Freeware]] and in development since 2002, its first [[wikipedia: alpha version|alpha version]] was released in 2006 and it received attention for being a two-member project surviving [[donation|solely on donations]]. The primary game mode is set in a [[wikipedia: procedurally generated|procedurally generated]] fantasy [[world]] in which the player indirectly controls a group of [[dwarves]], and attempts to construct a successful and [[wealth]]y [[fortress]]. Critics praised its complex, [[wikipedia: emergent gameplay|emergent gameplay]] but had mixed reactions to its [[Fun|difficulty]]. The game influenced ''[[wikipedia: Minecraft|Minecraft]] ''and was selected among other games to be featured in the [[wikipedia: Museum of Modern Art|Museum of Modern Art]] to show the history of video gaming in 2012.&lt;br /&gt;
&lt;br /&gt;
The game has [[wikipedia: Text-based game|text-based]] graphics and is [[wikipedia: open-ended (gameplay)|open-ended]] with no main objectives. Before being played, the player has to [[world generation|generate]] worlds with continents, [[ocean]]s and histories documenting [[civilizations]]. The main game mode, [[Fortress Mode]], consists of selecting a suitable [[site]] from the generated-world, establishing a successful colony or fortress, combating threats like [[goblin]] [[invader|invasions]], generating wealth and taking care of the dwarves. Each dwarf is modeled down to its individual [[personality]], has [[Preferences|likes or dislikes]] and specific trainable [[skill]]s in various [[labor]]s, alongside a lovelife system and distractions. The second game mode, [[Adventure mode]], is a [[wikipedia: turn-based|turn-based]], open-ended roguelike where the player starts off as an [[adventurer]] in the world and is free to explore, complete quests, or even visit old [[ruin|abandoned fortresses]]. The [[combat|combat system]] is [[Anatomy|anatomically detailed]] with combat logs describing organs getting pierced, fat getting bruised and [[Body parts|limbs getting severed]].&lt;br /&gt;
&lt;br /&gt;
Prior to ''Dwarf Fortress'', Tarn Adams was working on a project called ''Slaves to [[Armok]]: God of Blood'' which was a [[wikipedia: role-playing game|role-playing game]]. By 2004, Adams decided to shift from the original ''Armok'' to ''Dwarf Fortress'' after the former became difficult to maintain. Adams calls it his life's work and said in 2011, that version 1.0 will not be ready for at least another 20 years, and even after that he would continue to work on it. The game has a [[wikipedia: cult following|cult following]] and an active online community. As there is no way to win, every fortress, no matter how successful, is usually destroyed somehow. This prompts the unofficial community motto: &amp;quot;[[Losing is Fun]]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{anchor|Premium version}}&lt;br /&gt;
{{anchor|Classic version}}&lt;br /&gt;
== Classic vs Premium == &lt;br /&gt;
The ''Classic'' version is the freeware ASCII Dwarf Fortress that we've known for years. The ''Premium'' is the paid version of the game released on Steam and itch.io platforms on December 6th 2022. Premium introduced a new graphic engine, user interface, pixel art graphics, tutorials, music tracks, sound effects and auto-updates. Additionally, the Steam version also includes Steam Workshop integration for [[mod]]ding. Most other features will be shared with ''Dwarf Fortress Classic'' which will release simultaneously and remain [[Installation|available for free]].&lt;br /&gt;
&lt;br /&gt;
At this time, the Premium version is not complete, as it does not have the object testing arena nor Adventure mode, but will be added in the future.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Overview and game modes===&lt;br /&gt;
''Dwarf Fortress'' has three primary game modes which take place in worlds created by the player, where most of the elements are randomly generated. [[Fortress Mode]] is a [[wikipedia: construction and management simulation|construction and management simulation]] of a colony of [[dwarves]]. There are no objectives, with the player being free to decide how to go about managing the colony and making them interact with the environment, thus making it an [[wikipedia: open-ended (gameplay)|open-ended]] and [[wikipedia: Sandbox game|sandbox]]-style game. Since there is no way to win, it only ends when the entire colony is [[Losing|defeated by the various possible threats]]. The visuals are [[wikipedia: Text-based game|text-based]] using [[wikipedia: code page 437|code page 437]] characters in various [[color]]s as graphics. Thus, it is fully of letters, numbers and symbols; dwarves are represented by different colored smiling faces, a [[cat]] and [[dog]] are a white &amp;quot;c&amp;quot; and brown &amp;quot;d&amp;quot;, while a [[giant cave spider]] is a grey &amp;quot;S&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode]] is a [[wikipedia: turn-based|turn-based]], open-ended [[wikipedia: roguelike|roguelike]] where the player starts off as an adventurer. In [[Legends mode]], players can view maps, histories of each civilization and any figure who has lived or died in the generated world. Any noticeable achievement made by the player in any of the two game modes is recorded in the Legends. An [[object testing arena]] is present, where players can simulate battles between selected units in various conditions.&lt;br /&gt;
&lt;br /&gt;
===World generation===&lt;br /&gt;
{{Main|World generation}}&lt;br /&gt;
[[File:WorldGenerationScreen.png|thumb|left|A world being generated and the years being counted. Each game is played in such generated worlds.]]&lt;br /&gt;
The first step in ''Dwarf Fortress'' is generating a [[World generation|playable world]]; only one game can be played per world at a time. The player can adjust certain [[World_generation#Parameters|parameters]] governing size, [[Surroundings|savagery]], mineral occurrences and the length of history. The map shows symbols representing [[road]]s, [[hill]]s, [[town]]s and [[cities]] of the various [[civilization]]s, and it changes as the generation progresses. A [[wikipedia: midpoint displacement algorithm|midpoint displacement algorithm]] generates the world.&lt;br /&gt;
&lt;br /&gt;
The process involves [[wikipedia: procedurally generated|procedurally-generated]] basic elements like elevation, [[rain]]fall, mineral distribution, drainage and [[temperature]], using [[wikipedia: fractals|fractals]] (which give it an overall natural look). For example, a high-rainfall and low-drainage area would make a [[swamp]]. Areas are thus categorized into [[biome]]s, which have two variables: savagery and [[wikipedia: Alignment (role-playing games)|alignment]]. They have their own specific type of [[plant]] and [[animal]] populations. The next phase is erosion—which the drainage tries to simulate. [[River]]s are created by tracing their paths from the [[mountain]]s (which get eroded) to its end which is usually an [[ocean]]; some form into [[lake]]s. The salinity field defines oceans, [[mangrove]]s or [[alluvial]] plains. Names are generated for the biomes and rivers. The names depend on the area's [[good]]/[[evil]] variable (the [[alignment]]) and though in English, they are originally in one of the four [[language|in-game language]]s of [[dwarves]], [[elves]], [[human]]s and [[goblin]]s; these are the four main races in any generated world.&lt;br /&gt;
&lt;br /&gt;
After a few minutes the world is populated and its history develops for the amount of in-game [[year]]s selected in the history parameter. Civilizations, races and religions spread and [[war]]s occur, with the &amp;quot;population&amp;quot; and &amp;quot;deaths&amp;quot; counters increasing. The ticker stops at the designated &amp;quot;years&amp;quot; value, at which point the world can be saved for use in any game mode. Should the player choose to retire a [[Dwarf fortress mode|fortress]] or gets [[losing|defeated]], this world will persist and will become available for further games.&lt;br /&gt;
&lt;br /&gt;
===Fortress mode===&lt;br /&gt;
{{Main|Dwarf fortress mode}}&lt;br /&gt;
====Basics====&lt;br /&gt;
[[File:Embark A Map.png|thumb|The game uses text symbols for graphics. For example, a dwarf is a colored smiling face and various other letters represent animals. Here, dwarves and livestock around their wagon of supplies can be seen just after embark.]]&lt;br /&gt;
&lt;br /&gt;
When Fortress mode is selected, the player is given the option to choose the [[embark|embark location]] in the world. The player must consider the environment, elevations, biome, soil types and mineral concentrations, which can pose significant challenges to the development or survival of the fortress.The colony's [[supplies]], [[domestic animals]], and skills can be customised, but each dwarf's [[mental attributes|mental]] and [[physical attributes]] are randomly generated,as are their mental abilities, individual preferences and desires. The game also describes in detail each dwarf's [[Physical_description|physical appearance]], like hair and facial features.. Each dwarf's [[relationships]] with others and the [[deities]] they worship can be viewed.&lt;br /&gt;
&lt;br /&gt;
The player embarks with the expedition team (seven dwarves, and their livestock and supplies by default), and does not have direct control over them. In order to construct and operate the fortress, the dwarves undertake [[labour]]s as designated by the player. They can be assigned any labors, but their work still depends on their relative skill with it, which can increase. Some task categories are stone-working, woodworking, metalworking, farming-related and crafts-making; there are further combat-related skills. They are categorized further, such as [[leatherworking]], [[butchery]], [[clothesmaking]], [[gem]]-related, [[glassmaking]], and [[clay]]-related [[Industry|industries]]. Activities take place in [[workshop]]s which need to be constructed; for example, [[still]]s for brewing alcohol. The [[metal industry]] has a very important role because it produces [[weapon]]s and [[armor]] for the [[military]], [[trap component]]s for defense, and high-value [[furniture]] and [[decoration]]s.&lt;br /&gt;
&lt;br /&gt;
==== Functional mechanics ====&lt;br /&gt;
The player initially can see a [[wikipedia: top-down view|top-down view]] of the surface-level of the fortress site; each [[layer]] of a [[z-axis]] [[z-level|level]] can be viewed when the player changes it. An entire underground level would be seen as its entire section of terrain while a mountain at the surface level would have only its section visible with the remaining surface landscape. Thus, for [[dig]]ging, the player can designate, for every z-level starting from the surface, [[staircase]]s to be carved and at the final designated level, ending the staircase by making it dug into a room.&lt;br /&gt;
&lt;br /&gt;
The [[geology]] in ''Dwarf Fortress'' is fairly accurate. Rocks like [[olivine]] or [[gabbro]] can be dug up, while the topmost layer usually consists of [[sand]], [[clay]] or plain [[soil]]—this can be used for underground [[farming]]. Deeper levels are layers of rock; minerals appear in layers or [[cluster]]s around the right depth, while [[gem]]s like [[tourmaline]]s appear in rare clusters. [[Water]] is simulated like falling sand, every space can contain up to seven levels of it. A tile having &amp;quot;one&amp;quot; level of water is the lowest while a tile with &amp;quot;seven&amp;quot; is full. There is a system for simulating temperature and heat. [[Fire]]s can spread and burn dwarves and furniture. There are four basic [[season]]s in an in-game year as in real life: spring, summer, autumn and winter.&lt;br /&gt;
&lt;br /&gt;
[[ore|Mineral ores]] can be mined just like normal stone and the raw ore can be [[smelting|smelted]] to produce their corresponding [[metal bars]]. Different ores or metal bars can be [[alloy]]ed together for higher quality materials. For [[steel]] production, [[flux]] stones are used to make [[pig iron]] bars and smelt it with regular [[iron]] and [[coal]] (or [[charcoal]]). Specific metal items can be melted back to their respective bars. Without steel, the alloy [[bronze]] or regular iron are the next best suitable metals to use. Bronze requires two ores or bars of [[tin]] and [[copper]]. The metal [[adamant]]ine, found deep below, is extremely light but very strong, making it excellent for sharp weapons and armor. [[Raw adamantine]] can be [[Strand extractor|extracted into strands]] and can further be either woven in cloth or smelted into [[wafer]]s.&lt;br /&gt;
&lt;br /&gt;
==== Fortress management and growth ====&lt;br /&gt;
Underground [[farming]] has customized crops like &amp;quot;[[plump helmet]]&amp;quot; mushrooms, which can be [[brewer|brewed]] to make [[dwarven wine|mushroom wine]]. As the fortress prospers, [[migrant]]s come in larger numbers from the [[mountain halls|mountainhome]] (the colony's home civilization) and will need further accommodation. [[Trading|Trading caravans]], which can be from the various neighboring civilizations including the home civilization, visit the fortress on a yearly basis and are useful for getting supplies not available in the player's fortress area. The role of [[record keeper]], [[manager]] and [[broker]] can be assigned to any dwarf during early game. The record keeper maintains records of every item present in the fort, the manager [[work order|auto-assigns jobs]] and the broker deals with trading caravans. The production of [[craft]]s from any material are useful for trading. The caravans come from civilizations of [[elves]] and [[humans]] but depending on the embark region and history, they may be absent or sometimes even hostile.&lt;br /&gt;
&lt;br /&gt;
Dwarves need to be provided with [[food]] and [[drink]] (mostly in the form of [[alcohol]]). A dwarf will get [[negative thoughts]] for drinking plain water and even for drinking the same type of alcohol, making it necessary to grow different crops for producing different drinks. Things like not having a separate [[bedroom]] can upset a dwarf. They may make [[friend]]s and sometimes [[marriage|marry]]; females give birth. Dwarves can get upset by sustaining [[injuries]], having poor [[clothing]], [[death|losing]] their [[pet]]s, friends or relatives; interacting with or seeing their [[corpse]]s can aggravate this. A frustrated dwarf may [[tantrum|break furniture or attack others]]. Continuous stress will cause them to go [[insanity|berserk, becoming suicidal or going insane]] before their eventual deaths. Their quality of life can be improved by giving them luxurious personal bedrooms and a well-decorated dining room, [[health care|medical care]], and providing them with a variety of drinks and [[prepared meal|well-cooked meals]]. A [[tantrum spiral|chain reaction]] where a single dwarf's unhappiness causes the entire fortress's population to start throwing tantrums can begin when one dwarf throws a tantrum, attacks and kills another one with many friends, which drastically affects the happiness of many more.&lt;br /&gt;
&lt;br /&gt;
As the fortress expands and develops, new [[noble]] positions become available. While regular dwarves will be happy with simple rooms provided to them, dwarves appointed or elected to noble positions will need more luxurious accommodation. Most nobles will even make [[demand]]s and [[mandates]], getting negative thoughts if they are not fulfilled. A [[justice]] system is present to punish [[crime|criminals]], for example, dwarves who injure or kill another dwarf or destroy furniture. Occasionally, a [[vampire]] dwarf, with a fake background history, may arrive with a migrant wave and start killing and feeding on the other citizens without being noticed.&lt;br /&gt;
&lt;br /&gt;
Inspired or stressed dwarves will occasionally get into a &amp;quot;[[strange mood]]&amp;quot;. They will take over a workshop and go searching for the required materials to begin construction of an [[artifact]]. If they cannot find the materials, the dwarf will wait at the workshop, demanding it till it is available. After a few in-game weeks, the work results in a legendary artifact, an item so masterfully crafted that it is usually worth more than a beginning fortress' total wealth put together. These artifacts will be added to the world's records and its exact description can be viewed. Through this entire period of being in a strange mood, a dwarf will not eat, drink or sleep and will eventually go [[insane]] if prolonged due to any reason.&lt;br /&gt;
&lt;br /&gt;
====Threats, defense and digging deeper====&lt;br /&gt;
The first in-game year will usually consist of [[kobold]] [[thieves]] and [[goblin]] snatchers trying to infiltrate the fortress. Thieves try to steal valuables while snatchers try to kidnap dwarven [[children]] to raise them as future soldiers. Goblin and kobold civilizations near the fortress will always be hostile and a source of frequent attacks. Wildlife is usually harmless, but depending on the fortress's location, more fierce [[bear]]s, [[unicorn]]s, [[giant cave spider]]s and [[wolf|wolves]] may be a threat. [[Wealth]]ier and more [[immigration|populated]] fortresses will get [[ambush]]es and [[siege]]s from neighboring goblin (or other enemy) civilizations. A thriving fortress will attract certain [[megabeasts]] like [[hydra]]s, [[titan]]s or [[dragon]]s, and randomly-generated creatures called &amp;quot;[[Forgotten Beasts]]&amp;quot;. These unique creatures have randomized physical qualities and abilities, thus making them have the potential to be very powerful. [[Undead]] attack mainly in evil biomes or if the player embarks with a [[Necromancer]] [[Tower (necromancy)|Tower]] being near the site. Undead are harder to kill, and often reanimate once they are defeated with their body parts being separate units to fight.&lt;br /&gt;
&lt;br /&gt;
[[Military]] [[squad]]s can be assigned to a [[barracks]] to [[training|train]] in and a uniform (armor and a weapon) can be chosen. Squads can be directly commanded to [[attack]] enemies. [[Crossbow]]s can be made for ranged attacks and a [[Archery target|range with targets]] can be constructed for training. [[Wall]]s can be carved into [[fortification]]s and be used by ranged-units during attacks. Players can use [[trap]]s and [[engineer|engineering]] in addition to training an army. Traps can be made by constructing [[mechanisms]] and using metal or wood to construct large weapons like spikes, ax blades or [[cage]]s. More complex [[lever]]-operated and [[pressure plate]]-triggering trap components are available.&lt;br /&gt;
&lt;br /&gt;
[[File:Combat report.png|thumb|left|Combat messages being displayed during Fortress Mode. Each message describes weapons striking specific parts of the combatants' bodies with organs getting pierced or limbs getting severed.]]&lt;br /&gt;
The [[combat]] system in ''Dwarf Fortress'' is [[anatomy|anatomically]] detailed. Combat is displayed by viewing the log which describes each weapon striking a specific part of the character's body. Internal organs can get punctured, combatants can fall to the ground, [[vomit]] and lose body parts. Each dwarf has individually detailed limbs, each with damageable bone, fat, muscle and skin. Fat can be bruised without breaking bones and vice versa. Injuries sometimes can be permanent. There is a medical system where a [[hospital]] can be set up containing [[crutch]]es for disabled dwarves, [[traction bench]]es, [[plaster]]s and cloth for [[cast]]s and bandages, thread for [[suturing]], and [[splint]]s.&lt;br /&gt;
&lt;br /&gt;
[[Dig]]ging deeper is usually done for finding [[magma]], which as a [[fuel|fuel source]], removes the player's dependence on [[coal]] or [[wood]]. Another reason to dig deeper is for searching for specific raw materials, ores or gems. Magma pools or even bigger [[magma sea]]s are found while digging into warm rock. Near magma seas, raw adamantine [[wikipedia: stratum|strata]] can be found. They are shaped like columns, which pass down through the entire magma sea. These columns are hollow and can be broken, revealing an entire shaft leading deeper into the [[hell|underworld]]. [[Demon|Underworld creatures]] are countless and can bring entire fortresses to [[ruin]].&lt;br /&gt;
&lt;br /&gt;
===Adventure mode===&lt;br /&gt;
{{main|Adventure mode}}&lt;br /&gt;
[[Adventure mode]] is a roguelike played in the generated world, and unlike Fortress mode, it is turn-based. In this mode, there is character creation similar to other role-playing games - players can choose a name, [[gender]] and spend points on specific combat and physical skills, where the amount depends on whether the player chooses a peasant, hero or demigod. The player's character starts off in a random town of their chosen civilisation, depending on their race, and can interact with the various [[wikipedia: non-player character|non-player character]]s (NPCs). NPCs can give quests (usually to slay an outlaw or megabeast), speak about the surrounding areas, or offer to follow and help the player. Players can choose to explore any part of the generated world using quick-travel mode. A player can find the area of their previously-slain character, visit old abandoned fortresses, or seek out their treasures and wield previously-made artifacts. Instead of quitting, the character can be retired, and depending on the player's achievements, their life events will be documented in the Legends Mode among the other historical figures.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{main|History of Adventure Mode|History of Dwarf Fortress}}&lt;br /&gt;
===Early development (2002–2006)===&lt;br /&gt;
[[File:Tarn Adams.jpg|thumb|alt=Tarn Adams|Tarn Adams in 2013; he has been designing games since high school]]&lt;br /&gt;
[[File:ZachAdams.jpg|thumb|alt=Zach Adams|His older brother, Zach, who helped him with his game projects and ''Dwarf Fortress'']]&lt;br /&gt;
One of Tarn and Zach Adams' early works was a [[wikipedia: text based adventure game|text based adventure game]] called ''dragslay'', written in the [[wikipedia: BASIC|BASIC]] language and influenced by ''[[wikipedia: Dungeons and Dragons|Dungeons and Dragons]]''. This was the brothers' first fantasy project. In high school, Tarn Adams taught himself the [[wikipedia: C (programming language)|C programming language]] and developed it further. ''dragslay'' would later have an important influence on ''Dwarf Fortress''. Adams explained his interest in [[wikipedia: fantasy|fantasy games]], that he had grown up &amp;quot;surrounded by that sort of thing...along with generic sci-fi, generic fantasy is part of our heritage.&amp;quot; Years later, before entering graduate school in mathematics, Adams began working on a project he called ''Slaves to Armok: God of Blood''. It was named after a deity in ''dragslay'', originally named for a variable &amp;quot;arm_ok&amp;quot;—which counted the limbs the player still had attached. This new project was a two-dimensional (would later have [[wikipedia: 3D graphics|3D graphics]]) [[wikipedia: isometric 3d|isometric]] fantasy role-playing game in which the player encountered and fought goblins.&lt;br /&gt;
&lt;br /&gt;
Tarn took some time off ''Armok'' to work on small side-projects, and another one which would inspire ''Dwarf Fortress'' was ''Mutant Miner''. It was [[wikipedia: turn-based strategy|turn-based]] loosely inspired by a game called ''Miner VGA''. ''Mutant Miner'' involved the player digging underneath buildings, searching for ores and fighting monsters, and carrying radioactive &amp;quot;goo&amp;quot; back to the surface for application in growing extra limbs and gaining other abilities. Adams was dissatisfied with only having a single miner, and the game began to lag because it was turn-based. Adams said:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;instead of rewriting the game, I thought, well maybe it should be dwarves instead. And it should be real-time to combat the [lag] problem. Now, you'd be digging out minerals in a mountain, combating threats inside, and making little workshops. Then I thought, well, how should the high score list work? We really like to keep records of plays. Not just high score lists, but expansive logs. So we'll often try to think of ways to play with the idea. This time, the idea was to let your adventurer come into the fortress after you lose and find the goblets you've made, and journals it generates.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First release (2006)===&lt;br /&gt;
Adams began working on ''Dwarf Fortress'' in October 2002, estimating that the project would take two months, but suspended development soon after, in order to finish his previous work, ''Armok''. He explained that it began like the 1982 arcade game ''[[wikipedia: Dig Dug|Dig Dug]]''. The Adams brothers started the Bay 12 Games company, launching its website and releasing their games online. By 2004, Adams announced on his website that he would be switching his main project to ''Dwarf Fortress'' after he struggled to continue working on ''Armok'', after all its added features became harder to maintain. Adams explained that it would be a dwarf [[wikipedia: simulation game|simulation game]] but he kept Adventure mode as a surprise feature, which was revealed during its release. At that time, his fan base consisted of a few dozen people and more came in when he made this announcement. He put up a [[wikipedia: PayPal|PayPal]] button after a request from a fan; similarly, a subscriber system was added later. In the next five months, they made around $300, which brought in only enough to cover the site's $20 hosting cost. He dubbed the game as ''Slaves to Armok, God of Blood II: Dwarf Fortress''; Adams explained that it was a sequel because it continued to work on much of ''Armok's'' code but said its cumbersome name was mostly &amp;quot;for kicks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adams decided to focus on the game's development full-time during his first year of his math post-doctorate at [[wikipedia: Texas A&amp;amp;M|Texas A&amp;amp;M]] in 2006.&lt;br /&gt;
He quit it after a year and decided to use up his $15,000 savings. The university offered him $50,000 if he would stay another year. Adams agreed and commented on this, &amp;quot;I woke up the morning after I gave notice, like, I can actually make this work.&amp;quot; Adams expected he would have to get a job in order to support himself and use his savings because the game had not been released yet. Development continued till 8 August 2006, when the first [[wikipedia: alpha version|alpha version]] (version 0.21.93.19a) was released. Donations reached $800–$1000 in the following months, this average increased gradually till they were financially stable. He then decided to solely rely on donations.&lt;br /&gt;
&lt;br /&gt;
===Continued development (2007–2021)===&lt;br /&gt;
Adams did not use the 3D graphics which ''Armok'' had since its development was hampered because of it. He cited the ease in development of features like [[wikipedia: fluid simulation|fluid simulation]], copyright issues with the art and more unhindered possibilities as further reasons for not using it. Being used to the text-based graphics in [[wikipedia: roguelike|roguelike]]s, he did not want graphical [[wikipedia: Tile-based video game|tilesets]]. The story-generation originated first from ''Armok'', although present to some extent in ''dragslay''. Tarn and Zach would write different chapters of events they would like to see, mix it together and try to implement it. Most of this story writing is managed by Zach, who has a role in the game's development. He graduated in ancient history and books like ''[[wikipedia: The Twelve Caesars|The Twelve Caesars]]'' and the writings of [[wikipedia: Assyria|Assyria]]n kings influenced the game.&lt;br /&gt;
&lt;br /&gt;
Tarn Adams was influenced by roguelike games like 1985 ''[[wikipedia: Hack (Unix video game)|Hack]]'' because of its randomly generated levels and detailed mechanics. The body part and wound system was inspired by 1990 role-playing game ''[[wikipedia: Cyberpunk 2020|Cyberpunk 2020]]''. Adams cited ''[[wikipedia: Ultima series|Ultima series]]'' as the inspiration for his generated worlds. He prefers modeling on individual elements, rather than entire systems, for better simulations with the outcomes being under his control. During world generation, he made an algorithm to simulate [[wikipedia: rain shadow|rain shadow]]s which occur in areas at the side of mountain deserts. For the distinct personalities of each unit, he took it from [[wikipedia: NEO PI-R|NEO PI-R test]] of which he admitted knowing little about. The feature of [[wikipedia: carp|carp]]s eating dwarves was unexpected when the game was released. He had written them having the same size and carps were designed to be carnivorous. Adams composed the game's [[wikipedia: Flamenco guitar|flamenco-inspired]] music.&lt;br /&gt;
&lt;br /&gt;
A z-axis was introduced in the 2008 release because he felt the limitations with a single plane increasing; the feature of making various constructions like walls was also added at this time. In the earlier version, players could dig only into a mountainside and not underground because of having only one &amp;quot;z-level&amp;quot;, thus it was considered &amp;quot;[[wikipedia: two-dimensional space|2D]]&amp;quot;. This was significantly easier to maintain due to the limited playable area. Adams commented that this major change was further difficult to implement because of considering details like [[wikipedia: fluid mechanics|fluid mechanics]] and cave-ins. In 2012, more traps, abilities, [[wikipedia: syndrome|syndrome]]s, detailed cities and tombs were added in addition to vampiric and [[wikipedia: lycanthropic|lycanthropic]] infections, necromancers and undead.&lt;br /&gt;
&lt;br /&gt;
On his reliance on PayPal donations, Adams says he is content. since he feels that people really like his work or they would not pay. Ever since its release, donations kept increasing and remaining stable except having a sudden increase during a new version update. He got $50,000 in 2010 following a major update after a long gap. Their expenses being low, he has maintained that he is happy as long as the game is self-sustaining and will not charge for it. In 2011, Adams refused a job offer from an unspecified major game developer and a $300,000 deal to license the name ''Dwarf Fortress'' from another company. Adams felt that this amount would not equate to the long-term donations he would receive. Adams said that he prefers working on his own and not being part of the gaming industry. In 2013, his average income was $4000 a month and Adams said, &amp;quot;Barely in the black one month, a little in the red another month. ... It's a risk I'm willing to take, and really I couldn't have it any other way.&amp;quot; He has spent no money on advertising and was happy when bloggers, reviewers like former game journalist [[wikipedia: Kieron Gillen|Kieron Gillen]] from ''[[wikipedia: PC Gamer|PC Gamer]]'' and ''[[wikipedia: Games for Windows|Games for Windows]],'' wrote about his game. In 2015, Bay 12 Games set up a [[wikipedia: Patreon|Patreon]] account to help fund ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
As of 2016 February, the latest update was version 0.42.06, years in development despite being in alpha version. Adams says he has been able to maintain focus by shifting his attention to different aspects of the game, given its numerous varied features. While regular game development aims to perfect their work for release, he considers this a drawback since he continues exploring and learning while adding new features. ''[[wikipedia: Wired (magazine)|Wired]]'' and [[wikipedia: Rock, Paper, Shotgun|Rock, Paper, Shotgun]] noted its sometimes funny but unintentional bug fixes, with ''PC Gamer'' saying it makes an entertaining [[wikipedia: RSS feed|RSS feed]] to subscribe to. Adams has two favorite bugs. One is about a farmer dwarf planting their own bed. The other involves a dwarven executioner, with broken arms, unable to use his hammer, delivering punishments by biting his victims and tearing off their limbs, keeping one in his mouth for years.&lt;br /&gt;
&lt;br /&gt;
Tarn Adams considers ''Dwarf Fortress'' his life's work, and has stated in 2011 that he does not expect version 1.0 to be released for at least another twenty years, and even after that, he would still continue to update it. Adams calls his game an open-ended &amp;quot;story generator&amp;quot;. The game's code base is [[wikipedia: closed source|proprietary]], and Adams has stated he has no plans to release it into the [[wikipedia: open source|open source]] domain, citing the risk of them going into financial trouble. He acknowledged the role of the community in supporting its development and has endorsed third-party tools, visualizers and interface code. He explained he would consider releasing its source if he could not maintain it anymore, seeing different game developers taking it up. He says that he does not mind any modifications as long as he is not put into risk.&lt;br /&gt;
&lt;br /&gt;
Adams describes version 1.0 having an Adventure mode that would be a regular role-playing game, with changing plots and ordering subordinates to perform various tasks. Fortress mode would have a closer relationship with the outside generated world through war, trade and diplomacy. The world being bigger; he envisions the game to have many more features like magic, a tutorial, and a better interface. According to him, a tutorial is a burden because of the additional need of updating it. He said of version 1.0, &amp;quot;sitting down with a fresh DF world would be like sitting down to read a middling fantasy author you haven't read before, but with all the extras that being a video game provides, including the ability to write your own sequels.&amp;quot; Modern in-game technologies and 3D graphics were fan requests Adams said he would never implement, yet showing ambivalence about the latter if the task was easy enough.&lt;br /&gt;
&lt;br /&gt;
January 29, 2020 saw [[DF2014:Release_information/0.47.01|the last major release]] prior to the premium edition, partially adding villains and their plots, planned to be completed after the premium release.&lt;br /&gt;
&lt;br /&gt;
===Premium version (2020–Present)===&lt;br /&gt;
[[File:DF steam logo.jpg|thumb|Steam release]]&lt;br /&gt;
In March of 2019, indie game studio [[wikipedia: Kitfox Games|Kitfox Games]] announced that they would be helping Bay 12 create a version of ''Dwarf Fortress'' for release on Steam and Itch.io with graphics, additional music, and a completely reworked UI. A sudden family health crisis, combined with the rising costs of healthcare and the instability of a Patreon-based income, made the Adamses reconsider their previous stances about remaining aloof from the games industry. Tanya X. Short, the co-founder of Kitfox, was a personal friend of Tarn and offered to help with the project. The classic version of the game will remain available for free and receive all of the same game play updates as the Premium version. Work on this update began in early 2020. On November 1, 2022, Kitfox [https://store.steampowered.com/news/app/975370/view/3369282001880054477 announced] the Steam version release date, which was released on December 6, 2022.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{main|Reception of Dwarf Fortress}}&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
{{main|Community of Dwarf Fortress}}&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
{{main|Legacy of Dwarf Fortress}}&lt;br /&gt;
&lt;br /&gt;
[[Category: game| ]]&lt;br /&gt;
{{unversioned}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Changes_in_v0.27&amp;diff=282881</id>
		<title>40d:Changes in v0.27</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Changes_in_v0.27&amp;diff=282881"/>
		<updated>2023-01-03T22:48:28Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Dwarf Fortress v0.47 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:History of ''Dwarf Fortress''}}&lt;br /&gt;
'''''Dwarf Fortress''''' has a huge planned feature set (see [http://www.bay12games.com/dwarves/dev.html Bay 12 Games] for a list), and has evolved considerably since its first public release on August 8, 2006. The following is an overview of major and minor changes made to the game, and when they were made. There are currently many omissions of important changes (for instance, a period during which [[siege]]s were broken and finally fixed).&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.40 (DF2014) ==&lt;br /&gt;
'''See [[DF2014:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.34 (DF2012) ==&lt;br /&gt;
'''See [[DF2012:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.31 ==&lt;br /&gt;
'''See [[DF2010:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
Along with a host of new features, the release of 0.31.01 brought a new version system, shortening the originally 5-part (6-part if the SDL experimental branch is included) version number to just three parts.&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.27-0.28 ==&lt;br /&gt;
&lt;br /&gt;
With the release of version 0.27.169.32a, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- with the new release, fortresses could span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.&lt;br /&gt;
&lt;br /&gt;
The following is a list of major aspects of the 2D versions that changed completely with the release of the first 3D version.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.&lt;br /&gt;
*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).&lt;br /&gt;
*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills (the &amp;quot;trade minister&amp;quot; did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could potentially get up to '''39''' nobles in your fort.&lt;br /&gt;
*There were no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).&lt;br /&gt;
&lt;br /&gt;
=== Materials differences ===&lt;br /&gt;
There were not as many kinds of stone. Stone was divided into three categories: Light ([[Limestone]], [[Marble]], [[Moonstone]]), Dark ([[Jet]], [[Obsidian]], [[Onyx]]), and Gray/rock (all others). Light and dark stone (other than obsidian) had 2x value multiplier, and Obsidian had 3x. You could choose whether to make something of light stone, dark stone, or rock, but you could not specify light or dark but exclude limestone or obsidian.&lt;br /&gt;
&lt;br /&gt;
Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.&lt;br /&gt;
&lt;br /&gt;
There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead. Alloys could only be smelted from ore, with steel being a partial exception (pig iron was made from iron bars, but steel was made from pig iron and ''hematite''), so smelting ''all'' of your ore was a bad idea.&lt;br /&gt;
&lt;br /&gt;
Mining yields were all based on skill level (starting at 25% for a Dabbling miner), but only ore could reach a 100% yield - gems and coal maxed out at 63%, while normal stone could only reach 44%.  In versions 0.27.169.32a through  0.34.06, all mining byproducts followed the &amp;quot;ore&amp;quot; formula (up to 100% yield, dependent on skill), but version 0.34.07 changed the yields based on cluster type (100% for small clusters and &amp;quot;special&amp;quot; materials, 33% for veins, and 25% for everything else) and dropped the skill requirements.&lt;br /&gt;
&lt;br /&gt;
There was only one kind of coal: [[bituminous coal]], yielding two bars of [[coke]] from smelting. Only [[limestone]] could be used as [[flux]] for making [[steel]].&lt;br /&gt;
&lt;br /&gt;
Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
&lt;br /&gt;
The [[weight]] system was also much simpler - compared to 0.28.181.40d, all types of silk effectively had a density of 125, all wood, cloth/leather, and bone/shell materials had a density of 500, and all stones and metals had a density of 1000. Furthermore, the Γ unit was 10 times as heavy, so dwarves became encumbered much more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Building differences ===&lt;br /&gt;
*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
*Steel was necessary for building things over the magma river; Iron could be used with magma in other places.&lt;br /&gt;
*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
*Magma buildings had to have the left or right center tile over the magma river - other tiles could be but wouldn't power the building, and magma channels would not work.&lt;br /&gt;
&lt;br /&gt;
=== Terrain layout ===&lt;br /&gt;
There was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river, demon pit, and adamantine-lined chasm at fairly regular distances in to the mountain, that were present in every fortress. The cave river was lined with limestone; the magma river was lined with obsidian. &amp;quot;Discovered&amp;quot; features (cave river, chasm, etc.) would only be partly revealed according to what was within line-of-sight from all dwarf-accessible tiles.&lt;br /&gt;
&lt;br /&gt;
(Note that the compass directions are an abstraction, and the river does not necessarily actually run north to south with the cliff face to the east)&lt;br /&gt;
&lt;br /&gt;
The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  While activity zones did not exist yet, you could [o]rder refuse to be dumped into the chasm.&lt;br /&gt;
&lt;br /&gt;
=== Rivers, Fluids and Flooding ===&lt;br /&gt;
The underground river would flood when breached and then once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear. Irrigation was much more necessary for farming than it is now (as you could ''only'' build farms on muddied tiles; soil types did not exist), though some fortresses survived purely on tiles muddied by the natural flood (&amp;quot;Nile-style farms&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).&lt;br /&gt;
&lt;br /&gt;
While natural floods were limited in size and would subside naturally, floods released by floodgates expanded ''forever'' and were only ended by an &amp;quot;anti-flood&amp;quot; caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.&lt;br /&gt;
&lt;br /&gt;
Wells could just be &amp;quot;dug&amp;quot;, and did not have to be connected to a water supply. Cave river creatures (frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.&lt;br /&gt;
&lt;br /&gt;
Aquifers did not exist in the 2D version.&lt;br /&gt;
&lt;br /&gt;
=== Cave-ins ===&lt;br /&gt;
Cave-ins would happen in short order if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a support pillar). Cave-ins from mining had a random delay, but cave-ins triggered by blowing out a support happened immediately. Supports could survive the magma flood.&lt;br /&gt;
&lt;br /&gt;
=== Adamantine ===&lt;br /&gt;
[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]&lt;br /&gt;
Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a &amp;quot;too deep&amp;quot;ed fortress in adventure mode, you would find a large &amp;quot;Demon&amp;quot;. After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], all raw adamantine, mined or not, would turn into galena. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Skills and labors ===&lt;br /&gt;
In the 2D versions, a number of related skills were lumped together via a common [[labor]].  The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called &amp;quot;metalsmithing&amp;quot;.  Potash making and lye making were grouped under &amp;quot;ashery operating&amp;quot;.  Gem cutting and gem setting were lumped under &amp;quot;jeweling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors.  It was nigh impossible to produce top-quality adamantine items because there wasn't enough adamantine (or '''time''', for that matter) available to train up an &amp;quot;adamantine worker&amp;quot; unless you managed to get a lucky [[strange mood]].  In the 3D versions, adamantine extractor was renamed &amp;quot;strand extractor&amp;quot; and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
The most recent releases are listed at the top.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.47 ===&lt;br /&gt;
* [[DF2014:Release information/0.47.05|0.47.05]] (2021-01-28): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.04|0.47.04]] (2020-02-29): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.03|0.47.03]] (2020-02-16): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.02|0.47.02]] (2020-02-06): ''Bugfix''&lt;br /&gt;
* [[DF2014:Release information/0.47.01|0.47.01]] (2020-01-29): ''Release'': introduced creation of [[guildhall]]s and [[temple]]s. Introduced [[traitor]]s and [[villain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.44 ===&lt;br /&gt;
* 0.44.12 (2018-06-23): ''Hotfix'';&lt;br /&gt;
* 0.44.11 (2018-06-23): Civilizations create nearby sites and associate them with your fortress, can request/send workers, long-term memories can lead to personality changes&lt;br /&gt;
* 0.44.10 (2018-05-05): Dwarves now have short-term and long-term memories of emotional events, Adventurer mode log improved&lt;br /&gt;
* 0.44.09 (2018-04-01): ''Hotfix'';&lt;br /&gt;
* 0.44.08 (2018-03-29): ''Bugfix'';&lt;br /&gt;
* 0.44.07 (2018-03-12): ''Hotfix'';&lt;br /&gt;
* 0.44.06 (2018-03-09): Raids can pillage/raze sites and demand tribute, will gain skills (e.g. military tactics) during missions&lt;br /&gt;
* 0.44.05 (2018-01-14): ''Hotfix'';&lt;br /&gt;
* 0.44.04 (2018-01-10): ''Bugfix'';&lt;br /&gt;
* 0.44.03 (2017-12-25): ''Bugfix'';&lt;br /&gt;
* 0.44.02 (2017-11-23): ''Hotfix'';&lt;br /&gt;
* 0.44.01 (2017-11-22): ''Release''; can now send raids to other sites, build museums using pedestals and display cases, artifacts created during worldgen, civilizations can send spies to gather information on artifacts&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.43 ===&lt;br /&gt;
* 0.43.05 (2016-06-20): '''64-bit support''', bugfixes&lt;br /&gt;
* 0.43.04 (2016-06-20): ''Bugfix'';&lt;br /&gt;
* 0.43.03 (2016-05-22): ''Bugfix'';&lt;br /&gt;
* 0.43.02 (2016-05-11): ''Hotfix'';&lt;br /&gt;
* 0.43.01 (2016-05-09): ''Release''; Adventurers can create sites, make stone axes, fell trees, perform carpentry, and construct buildings; Fortress mode work orders can now specify start conditions, restart frequencies, and how many workshops can be used&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.42 ===&lt;br /&gt;
* 0.42.06 (2016-02-10): Can specify exact materials for jobs, make specific crafts, apply specific decorations, and even customize the details of art images; Adventurers can now do bone carving, complete with custom images&lt;br /&gt;
* 0.42.05 (2016-01-17): Reputations for hunters and protection from bandits&lt;br /&gt;
* 0.42.04 (2015-12-26): More varieties of [[animal people]] and giant animals, Vampire purges during worldgen, bugfixes&lt;br /&gt;
* 0.42.03 (2015-12-12): ''Bugfix'';&lt;br /&gt;
* 0.42.02 (2015-12-05): ''Bugfix'';&lt;br /&gt;
* 0.42.01 (2015-12-01): ''Release''; introduced taverns, temples, and libraries, added new musical instruments and performance skills, introduced [[need]]s to replace dwarves going On Break, added visitors who can petition for fortress membership, scholars and historians can write books and spread knowledge, and drinking alcohol actually causes inebriation (and eventually fatal alcohol poisoning)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.40 ===&lt;br /&gt;
* 0.40.24 (2015-01-07): ''Bugfix''; Misc. bugfixes; allowing 1x1 forts&lt;br /&gt;
* 0.40.23 (2014-12-24): ''Bugfix''; Fixed farming job cancellations, armies camping forever, typos, and channeling bug&lt;br /&gt;
* 0.40.22 (2014-12-21): ''Bugfix''; Fixed multi-item jobs and toggle marker tweak&lt;br /&gt;
* 0.40.21 (2014-12-19): ''Hotfix''; Fixed a crash bug and other issues&lt;br /&gt;
* 0.40.20 (2014-12-18): Job priorities rewrite; vein and cluster automining&lt;br /&gt;
* 0.40.19 (2014-11-26): [[Gelding]] and related profession/skill/etc&lt;br /&gt;
* 0.40.18 (2014-11-20): ''Hotfix''; Fixed a smelting issue on Windows&lt;br /&gt;
* 0.40.17 (2014-11-19): ''Bugfix'';&lt;br /&gt;
* 0.40.16 (2014-11-12): ''Bugfix'';&lt;br /&gt;
* 0.40.15 (2014-11-05): ''Bugfix'';&lt;br /&gt;
* 0.40.14 (2014-10-25): Thought/emotion rewrite, stopped site invaders from always winning&lt;br /&gt;
* 0.40.13 (2014-09-17): ''Bugfix'';&lt;br /&gt;
* 0.40.12 (2014-09-10): ''Bugfix'';&lt;br /&gt;
* 0.40.11 (2014-09-03): ''Bugfix'';&lt;br /&gt;
* 0.40.10 (2014-08-24): ''Bugfix'';&lt;br /&gt;
* 0.40.09 (2014-08-17): ''Bugfix''; Misc. bugfixes&lt;br /&gt;
* 0.40.08 (2014-08-11): ''Hotfix''; Fixed a crash bug and issues with constructions &lt;br /&gt;
* 0.40.07 (2014-08-10): ''Bugfix''; AI and invasion fixes&lt;br /&gt;
* 0.40.06 (2014-08-03): ''Bugfix''; stack bugfixes.&lt;br /&gt;
* 0.40.05 (2014-07-27): ''Bugfix''; fixed large world slowdown, decreased rampant tree growth, many old and new bugfixes.&lt;br /&gt;
* 0.40.04 (2014-07-20): ''Bugfix''; several crash fixes, made saplings grow properly.&lt;br /&gt;
* 0.40.03 (2014-07-13): ''Bugfix''; broke save game compatibility again due to more save corruption, several crash fixes.&lt;br /&gt;
* 0.40.02 (2014-07-10): ''Bugfix''; broke save game compatibility due to save corruption, several crash fixes.&lt;br /&gt;
* 0.40.01 (2014-07-07): ''Release''; Introduced world generation running in the background while fortresses and adventurers progress, un-retiring of fortresses, multiple tile trees, climbing &amp;amp; jumping, and more.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.34 ===&lt;br /&gt;
&lt;br /&gt;
In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 2011-01-30, Threetoe announced plans for a series of nine numbered releases (&amp;quot;Short-term Goals&amp;quot; on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned &amp;quot;caravan&amp;quot; development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.&lt;br /&gt;
&lt;br /&gt;
* 0.34.11 (2012-06-04): ''Bugfix''&lt;br /&gt;
* 0.34.10 (2012-05-21): ''Bugfix''&lt;br /&gt;
* 0.34.09 (2012-05-17): ''Bugfix''&lt;br /&gt;
* 0.34.08 (2012-05-14): Hauling overhaul - minecarts and wheelbarrows, more accurate projectiles, reduced mining yields, advanced stockpile/workshop links&lt;br /&gt;
* 0.34.07 (2012-03-30): ''Bugfix''&lt;br /&gt;
* 0.34.06 (2012-03-23): Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs&lt;br /&gt;
* 0.34.05 (2012-03-06): ''Bugfix''&lt;br /&gt;
* 0.34.04 (2012-02-29): ''Hotfix''&lt;br /&gt;
* 0.34.03 (2012-02-28): ''Bugfix''&lt;br /&gt;
* 0.34.02 (2012-02-18): ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues&lt;br /&gt;
* 0.34.01 (2012-02-14): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system,&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.31 ===&lt;br /&gt;
&lt;br /&gt;
* 0.31.25 (2011-03-28): ''Hotfix'' -- Final update of version 0.31.&lt;br /&gt;
* 0.31.24 (2011-03-27): ''Hotfix''&lt;br /&gt;
* 0.31.23 (2011-03-26): ''Hotfix''&lt;br /&gt;
* 0.31.22 (2011-03-24): ''Bugfix''&lt;br /&gt;
* 0.31.21 (2011-03-06): ''Bugfix''&lt;br /&gt;
* 0.31.20 (2011-03-06): ''Hotfix''&lt;br /&gt;
* 0.31.19 (2011-02-16): Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.&lt;br /&gt;
* 0.31.18 (2010-11-16): ''Hotfix''&lt;br /&gt;
* 0.31.17 (2010-11-11): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles&lt;br /&gt;
* 0.31.16 (2010-10-04): ''Hotfix''&lt;br /&gt;
* 0.31.15 (2010-10-03): ''Bugfix''&lt;br /&gt;
* 0.31.14 (2010-09-23): ''Hotfix''&lt;br /&gt;
* 0.31.13 (2010-09-15): Entity populations, sprawl, river density tweaking, TrueType font support&lt;br /&gt;
* 0.31.12 (2010-07-25): ''Hotfix''&lt;br /&gt;
* 0.31.11 (2010-07-23): Art of deities&lt;br /&gt;
* 0.31.10 (2010-07-11): ''Hotfix''&lt;br /&gt;
* 0.31.09 (2010-07-10): Adventure mode knapping and butchery, combat improvements&lt;br /&gt;
* 0.31.08 (2010-06-19): ''Hotfix''&lt;br /&gt;
* 0.31.07 (2010-06-19): ''Bugfix''&lt;br /&gt;
* 0.31.06 (2010-06-09): ''Bugfix''&lt;br /&gt;
* 0.31.05 (2010-06-04): ''Bugfix''&lt;br /&gt;
* 0.31.04 (2010-05-16): Merge with the 40d19 branch&lt;br /&gt;
* 0.31.03 (2010-04-12): Ability to create undead in arena&lt;br /&gt;
* 0.31.02 (2010-04-08): ''Bugfix''&lt;br /&gt;
* 0.31.01 (2010-04-01): Overhaul of many aspects of the game, first 2010 release&lt;br /&gt;
&lt;br /&gt;
=== 3D Version (before 2010) ===&lt;br /&gt;
* ''Branch'': 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming&lt;br /&gt;
* 0.28.181.40d (2008-09-06): ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]&lt;br /&gt;
* 0.28.181.40c (2008-08-21): ''Hotfix'', partial print now allows specifying a frame count&lt;br /&gt;
* 0.28.181.40b (2008-08-20): Partial print, windowed/fullscreen gridsizes&lt;br /&gt;
* 0.28.181.40a (2008-08-18): Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.), and dwarves now try to store items in partially-filled containers instead of empty ones&lt;br /&gt;
* 0.28.181.39f (2008-08-09): [[Custom grid]] sizes added&lt;br /&gt;
* 0.28.181.39e (2008-07-23): ''Hotfix''&lt;br /&gt;
* 0.28.181.39d (2008-07-23): Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented, and worldgen presets added&lt;br /&gt;
* 0.28.181.39c (2008-07-16): ''Hotfix''&lt;br /&gt;
* 0.28.181.39b (2008-07-14): ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names&lt;br /&gt;
* 0.28.181.39a (2008-07-13): Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air&lt;br /&gt;
* 0.27.176.38c (2008-02-24): ''Bugfix''&lt;br /&gt;
* 0.27.176.38b (2008-02-23): First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes&lt;br /&gt;
* 0.27.176.38a (2008-02-15): Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made, and plants can now drown in deep water&lt;br /&gt;
* 0.27.173.38a (2008-02-04): [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed&lt;br /&gt;
* 0.27.169.33g (2007-12-21): Mud no longer dries up during winter, occupied cages are named according to their contents, brand new &amp;quot;Bring to depot&amp;quot; interface, [[strange mood]]s no longer require glass until you actually make some&lt;br /&gt;
* 0.27.169.33f (2007-12-14): ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition, donkey/horse foals are now named properly, graphics sets can now use custom tiles for appointed nobles, and flux stones now have a value of 2 again.&lt;br /&gt;
* 0.27.169.33e (2007-12-08): ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates, donkeys can now breed, most types of vermin no longer have bones, and most types of fish no longer have lungs or throats&lt;br /&gt;
* 0.27.169.33d (2007-11-30): ''Bugfix''&lt;br /&gt;
* 0.27.169.33c (2007-11-23): Animals screen now labels war dogs and hunting dogs correctly, [[sliver barb]]s now have seeds, and process priority can now be configured in init.txt&lt;br /&gt;
* 0.27.169.33b (2007-11-16): [[Carp]] and other fish no longer gain [[swimming]] skill (making them ''slightly'' less dangerous), and various ore types now properly show up as '*' when mined.&lt;br /&gt;
* 0.27.169.33a (2007-11-01): added [[wood]]en [[block]]s, renamed aluminum ore to &amp;quot;native aluminum&amp;quot;, [[mountain gnome]]s and [[dark gnome]]s no longer butcherable&lt;br /&gt;
* 0.27.169.32a (2007-10-29): The very first fully 3D version&lt;br /&gt;
&lt;br /&gt;
=== 2D Version ===&lt;br /&gt;
* 0.23.130.23a (2007-01-18): ''Hotfix'' - Final version&lt;br /&gt;
* 0.23.125.23b (2007-01-16): ''Hotfix''&lt;br /&gt;
* 0.23.125.23a (2007-01-16): Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen. Spirits of fire also got a '''lot''' hotter. For some reason, [[horse]]s are now made of [[iron]].&lt;br /&gt;
* 0.22.123.23a (2006-12-21): ''Hotfix''&lt;br /&gt;
* 0.22.123.23a (2006-12-21): More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan; male cows are now called bulls, and whips can no longer get stuck in opponents&lt;br /&gt;
* 0.22.121.23b (2006-12-16): The ability to disable temperature and weather were added (to boost FPS)&lt;br /&gt;
* 0.22.121.23a (2006-12-14): Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby&lt;br /&gt;
* 0.22.120.23b (2006-12-10): Improved temperature support was added&lt;br /&gt;
* 0.22.120.23a (2006-11-23): The ability to use custom [[graphics sets]] was added&lt;br /&gt;
* 0.22.110.23c (2006-11-17): ''Hotfix''&lt;br /&gt;
* 0.22.110.23b (2006-11-15): ''Hotfix''&lt;br /&gt;
* 0.22.110.23a (2006-11-17): [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth&lt;br /&gt;
* 0.22.110.22f (2006-11-03): ''Bugfix''; additionally, butterflies, fireflies, and dragonflies can no longer be kept as pets. [[Boatmurdered]] began in this version.&lt;br /&gt;
* 0.22.110.22e (2006-10-29): ''Hotfix''&lt;br /&gt;
* 0.22.110.22d (2006-10-29): ''Hotfix''&lt;br /&gt;
* 0.22.110.22c (2006-10-29): Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).&lt;br /&gt;
* 0.22.110.22b (2006-10-21): ''Hotfix''&lt;br /&gt;
* 0.22.110.22a (2006-10-21): Inventory system changes (most notably, gloves and boots were split into two items (left &amp;amp; right for gloves))&lt;br /&gt;
* 0.22.107.21a (2006-10-02): Various changes to [[adventurer mode]] - guards and families, plus &amp;quot;.&amp;quot; as a wait key&lt;br /&gt;
* 0.21.105.21a (2006-09-25): ''Hotfix''&lt;br /&gt;
* 0.21.104.21c (2006-09-25): Making potash no longer required making ashes into lye first.&lt;br /&gt;
* 0.21.104.21b (2006-09-16): Workshop profiles were added, along with showing genders on the Animal status screen&lt;br /&gt;
* 0.21.104.21a (2006-09-08): [[Designation|Designating]] with the mouse was added&lt;br /&gt;
* 0.21.104.19d (2006-09-02): ''Bugfix''&lt;br /&gt;
* 0.21.104.19c (2006-09-02): The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)&lt;br /&gt;
* 0.21.104.19b (2006-08-27): ''Bugfix''&lt;br /&gt;
* 0.21.104.19a (2006-08-27): The ability to &amp;quot;chasm&amp;quot; items was added (complete with attacks from chasm creatures as a result), as well as butchering cats&lt;br /&gt;
* 0.21.102.19a (2006-08-24): Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed&lt;br /&gt;
* 0.21.101.19d (2006-08-21): ''Bugfix''&lt;br /&gt;
* 0.21.101.19c (2006-08-20): ''Bugfix''&lt;br /&gt;
* 0.21.101.19b (2006-08-20): ''Bugfix''&lt;br /&gt;
* 0.21.101.19a (2006-08-19): Adventurers could now have custom first names&lt;br /&gt;
* 0.21.100.19a (2006-08-16): Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map&lt;br /&gt;
* 0.21.95.19c (2006-08-14): Farm plot fertilization could be controlled directly&lt;br /&gt;
* 0.21.95.19b (2006-08-13): ''Bugfix''&lt;br /&gt;
* 0.21.95.19a (2006-08-12): ''Bugfix''&lt;br /&gt;
* 0.21.93.19c (2006-08-10): ''Bugfix''&lt;br /&gt;
* 0.21.93.19b (2006-08-10): ''Bugfix''&lt;br /&gt;
* 0.21.93.19a (2006-08-08): Initial public release&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:История разработки DF]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Verify&amp;diff=282858</id>
		<title>Template:Verify</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Verify&amp;diff=282858"/>
		<updated>2023-01-03T22:20:55Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Fix template to put articles into the verify category if they are in (Main)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:{{NAMESPACE}}||[[Category:verify]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;sup style=&amp;quot;font-size: 80%;&amp;quot;&amp;gt;&amp;amp;#91;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;[[{{TALKPAGENAME}}|&amp;lt;span title=&amp;quot;{{{reason|{{{1|The material near this tag is possibly inaccurate or nonfactual.}}}}}}&amp;quot;&amp;gt;Verify&amp;lt;/span&amp;gt;]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;amp;#93;&amp;lt;/sup&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hive&amp;diff=282856</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hive&amp;diff=282856"/>
		<updated>2023-01-03T21:48:46Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Hazard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Building&lt;br /&gt;
| name = Hive&lt;br /&gt;
| key = o&lt;br /&gt;
| key2 = f&lt;br /&gt;
| key3 = h&lt;br /&gt;
| job = [[Beekeeper|Beekeeping]]&lt;br /&gt;
| construction =&lt;br /&gt;
* Hive&lt;br /&gt;
* [[Honey bee]] colony&lt;br /&gt;
| construction_job =&lt;br /&gt;
* [[Beekeeper|Beekeeping]]&lt;br /&gt;
| use =&lt;br /&gt;
* Hive&lt;br /&gt;
| purpose =&lt;br /&gt;
* Producing [[royal jelly]] and [[honeycomb]] for further processing&lt;br /&gt;
}}[[File:wooden_hive.jpg|thumb|230px|right|More honey than you'll ever care about. 🐝]]A '''hive''' is a [[tool]] and [[building]] that stores [[honey bee]] colonies. It is used in the [[beekeeping industry]] for the production of [[honeycomb]]s and [[royal jelly]], which can be processed into usable items. Citizens with the [[beekeeping]] labor enabled handle the building, removal, and management of hives.&lt;br /&gt;
&lt;br /&gt;
Hives use the same character as [[log]]s. As an item, they have the color of their material, but built ones are displayed as yellow.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing ==&lt;br /&gt;
Hives can be made out of [[wood]], [[stone]], [[metal]], [[glass]], or [[ceramic]]. Each material is created from their respective [[workshop]]s by their appropriate [[labor]]s. Hives are categorized as &amp;quot;Tools&amp;quot; in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Ceramic || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| Glass || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| Metal || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Stone || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Wood || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forging and melting ===&lt;br /&gt;
* Metal hives cost '''one''' metal bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
* When a hive is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Building and removal ==&lt;br /&gt;
Hives are built by beekeepers from the [[building|{{k|b}}uilding]] menu, using {{k|Alt + h}} as a shortcut. For hives to produce honey, they must be built adjacent to (or on) an [[tile attributes|above ground]] tile. Subterranean hives can still store colonies but will not make products.&lt;br /&gt;
&lt;br /&gt;
Removing a building ({{k|q + x}}) returns the hive and any items inside it, including the colony, which is released as a single honey bee that eventually disappears if left outside. Removed honeycombs can be collected and hauled, but any royal jelly is spilled onto the ground and wasted.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
The hive's settings can be found by opening the set building tasks/prefs menu ({{k|Q}}) and hovering over a built hive. There are two options which control beekeepers from doing certain jobs with the hive.&lt;br /&gt;
&lt;br /&gt;
{{k|c}} toggles whether beekeepers can install new colonies into the hive. It is set to true ({{DFtext|Install colony when ready|7:1}}) by default. Changing the settings to {{DFtext|Do not install colony|7:1}} will not allow the hive to accept new colonies. Preexisting colonies in the hive are not affected.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} toggles whether beekeepers can gather honeycombs and royal jelly from the hive. It is also set to true ({{DFtext|Gather any products|7:1}}) by default. Changing the settings to {{DFtext|Do not gather products|7:1}} will prevent beekeepers from gathering the products inside the hive, leaving the colonies alive so they can be saved for splitting.&lt;br /&gt;
&lt;br /&gt;
The settings also display additional information about the hive: whether it has outdoor access or not (relating to above ground and subterranean tile attributes, which affect honey production), if the colony is ready to be split, and if there are too many colonized hives on the map, which affects production speed.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
:''Further information: [[Beekeeping industry#Hive management|Beekeeping industry § Hive management]]''&lt;br /&gt;
&lt;br /&gt;
Items in the hive can be seen in the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. Each hive can store a colony, which is represented as a stack of live honey bees. Colonies are collected from the wild or by splitting colonies from other hives. Three months after installation, colonies become {{DFtext|Ready to be split|2:1}}, which allows them to be used to install other hives. It produces one [[honeycomb]] and [[royal jelly]] after six months after installation, unless the colony count limit was exceeded. Once both items are produced, a beekeeper with an empty [[jug]] goes to gather the items, storing the royal jelly in the jug. Beekeepers leave both the freed honeycomb and jug of royal jelly in the hive, and [[Hauling#Food hauling|food haulers]] carry them to a stockpile. When a hive's products are gathered, the colony is destroyed, and the hive requires a new colony in order to produce again.&lt;br /&gt;
&lt;br /&gt;
Colonies used to install other hives are not destroyed after installing. They need another three months to become ready to split again.&lt;br /&gt;
&lt;br /&gt;
Colony size typically ranges between 10,000 and 20,000. The size of a colony does not affect production or its readiness to split. The number of bees is static and does not change over time, even after splitting. When beekeepers &amp;quot;split&amp;quot; a colony, they do not actually separate a portion of it; instead, they duplicate the old colony and haul away a new stack of live bees. Both the old and new stack will contain the same number of bees, and the number of bees in the old hive remains unchanged in the process.&lt;br /&gt;
&lt;br /&gt;
When the total number of colonized hives in a fortress reach over forty, the chance of production decreases as indicated by the warnings {{DFtext|Too many hives|6:1}} and {{DFtext|Output restricted|6:0}} seen in the building settings of colonized hives. When the number of colonies reach sixty, the warning turns red ({{DFtext|Too many hives|4:1}}) and products stop appearing. The limits do not affect the duration it takes for colonies to become ready to split, and hives can still be installed with new colonies; just nothing more is produced by hives until the number of colonies is reduced back below 60. [[Flower]]s and other surrounding vegetation do not affect production. The [[surroundings]], [[weather]], and the [[season]]s have no effect on the colony or honey production.&lt;br /&gt;
&lt;br /&gt;
== Hazard ==&lt;br /&gt;
Honey bee workers spawn from colonized hives and will occasionally sting passersby. Honey bee workers die and leave [[remains]] after stinging. Placing a [[room]] or [[activity zone]] near colonized hives puts idle citizens, visitors, and animals at high risk of being stung. Honey bee stings are reported in the [[announcement]]s in yellow.&lt;br /&gt;
&lt;br /&gt;
[[Syndrome#List of syndromes|Honey bee stings]] cause strong swelling and slight pain. They are relatively harmless and inconsequential for dwarves - they do not even produce a bad [[thought]]. Bee stings are not recorded as wounds, but the health screen will display &amp;quot;Slight pain&amp;quot; for the stung dwarf, which can trigger a &amp;quot;recover wounded&amp;quot; task. This can trigger good thoughts about being rescued and resting, even though the hospital stay is instantaneous.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_HIVE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Health_care&amp;diff=282855</id>
		<title>Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Health_care&amp;diff=282855"/>
		<updated>2023-01-03T21:47:50Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* What does the chief medical dwarf do? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What does the chief medical dwarf do? ==&lt;br /&gt;
&lt;br /&gt;
This page states: &amp;quot;The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So now that there's no health status screen... what does this position actually accomplish? I assume hospitals won't actually work without one but someone should check and update this page and [[chief medical dwarf]]. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 21:47, 3 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=282854</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=282854"/>
		<updated>2023-01-03T21:46:10Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Remove mentions of health screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:healthcare_icon.png|100px|right]]A '''hospital''' [[zone]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[container]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five doctoring labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals.&lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[locations]], press {{k|z}} to bring up zone menu, select an appropriate zone type (such as dormitory), then use the mouse to draw a rectangle over your hospital. If your hospital consists of multiple rooms, you need only start with one. Once the zone is created, select the Add Location button (plus sign) and select Hospital. Multiple rooms can be added to the hospital in the same way, selecting the existing hospital name instead of clicking hospital at the top of the menu. Select the view location button (magnifying glass) allows you to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.&lt;br /&gt;
* Place at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{k|b}}-{{k|R}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[container]]s ({{k|b}}-{{k|h}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff:&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable individual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}), for easier monitoring and tracking of dwarves seeking treatment and their conditions. &lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). You might want set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing.)&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are five skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare.&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Provides medical attention (including diagnosing, surgery, suturing, bone, and dressing)&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| For those who cannot walk to a hospital zone&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| for those who cannot walk to food/drink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a chief medical dwarf appointed, you can view your dwarves' health using {{k|w}} for wounds section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up, since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed; if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your Chief Medical Dwarf if you rely heavily on this screen, but otherwise they can be treated as any other dwarf. {{verify|now that there's no health screen, what does this position do?}}&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately, so long as there is an idle dwarf.&lt;br /&gt;
* Create &amp;quot;orderlies&amp;quot; by setting dwarves to only use the Recover wounded, Give food and Give water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low-priority jobs, so it is entirely possible for a patient to starve, dehydrate, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food or water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle – if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* Set the hospital zone to inactive and forbid everything in it when you don't have any real medical issues. It will prevent dwarves who have no real injuries from useless resting there (bee stings &amp;amp; harmless evil weather syndromes can result in this, medics will cancel diagnose patient due to &amp;quot;not resting&amp;quot; because the resting phase usually ends very fast).&lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in hospital, while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
* You may want to disable the hospital if you want your injured dwarves to get up from it while you lack the equipment to treat them. When able, military dwarves will keep fighting enemies or follow current valid station or kill orders despite injuries they may incur, but civilian dwarves will go into &amp;quot;resting mode&amp;quot; when injured, and once they've gone or carried in they won't leave the hospital until the injury is healed or treated. You can re-enable the hospital once you no longer need your dwarves to stay out of it.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth – yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench does not account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  The application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=282853</id>
		<title>Template talk:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=282853"/>
		<updated>2023-01-03T21:31:52Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* &amp;quot;Note that some content may still need to be updated.&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Having one template that covers both old and new articles is, I think, a mistake. (I didn't know it was the same at first.)  When it comes time to change the latest to &amp;quot;old&amp;quot;, it will require that every one be checked - and there is no way to keep track of that. &lt;br /&gt;
&lt;br /&gt;
Instead, having one &amp;quot;old info&amp;quot; template, and one &amp;quot;current info&amp;quot; template would allow users/Admin to go out and change all the &amp;quot;current info&amp;quot; articles to &amp;quot;old&amp;quot;, and then proceed from there.  The serve diff functions, they should not be the same.--[[User:Albedo|Albedo]] 20:23, 17 March 2010 (UTC)&lt;br /&gt;
:You're absolutely right, of course. I'm not quite certain why I didn't think of splitting this into separate templates, but it clearly should be. There's also the matter of Emi's recent changes assuming the presence of a &amp;quot;DF2010&amp;quot; pseudonamespace which, at this moment, does not exist. --[[User:Quietust|Quietust]] 23:19, 17 March 2010 (UTC)&lt;br /&gt;
::Albedo, I'm getting the feeling that you don't understand how this template works. When it comes time to change the latest to &amp;quot;old&amp;quot; one line will have to be changed in this template's code, and then every single one will have changed to read &amp;quot;out of date&amp;quot;. The entire premise of having one template that uses parser functions to determine what appears, is so that no one will ever have to go through every article to check the templates. You'll notice that [[40d:Milk]] shows up as out of date, but that [[DF2010:Milk]] shows up as current. This is because the template is looking for what namespace the page it appears on is in, and it appears differently depending on what namespace it is. &lt;br /&gt;
&lt;br /&gt;
::Also, to Quietust, the 'fixes' you made to the template were actually to intentional errors. I wanted to avoid doing things that would have to be reversed later as much as possible, but still wanted to test. So to avoid having to ask Briess to temporarily add DF2010 as a namespace, I left the namespace check for current blank. As for the non-existent DF2010: I just wanted something to test with, I never meant to imply that the DF2010 namespace was the one people had agreed upon. &lt;br /&gt;
&lt;br /&gt;
::If you need me to explain more, I'd be happy to. I'm also lurking around on IRC (newnet as Emi). [[User:Emi|Emi]] 00:17, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Why is this template not working?  I never see links to the old 40d articles that still actually have content.  It is very annoying. --[[User:Altaree|Altaree]] 13:14, 2 April 2010 (UTC)&lt;br /&gt;
:It's working fine for me.  What page are you seeing this on?  Remember, it only links to the 40d article if the 40d article exists with the exact same name. --[[User:Briess|Briess]] 13:16, 2 April 2010 (UTC)&lt;br /&gt;
::whoops, I'm wrong.  A new DF2010 page must be created with an av template to allow me to see the link back to the 40d article on the redirect.  ick. --[[User:Altaree|Altaree]] 13:18, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some notes... ==&lt;br /&gt;
&lt;br /&gt;
First off, for some reason, on the legacy and current versions of the template, there's an extra line at the top which screws up the layout of the page a bit. I can't find where it's getting that from.&lt;br /&gt;
&lt;br /&gt;
Secondly, I really don't think this template should throw the pages into a category. If it's going to be on every page, and it looks like it will, the categories will just become huge and useless. Categories are going to be tricky to work with now with the split, but this is certainly not the way to do it.&lt;br /&gt;
&lt;br /&gt;
Finally, if this is going to be on every page, it needs to be as discrete as possible. I suggest scaling down the text, and making the colors more subtle.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Mikaka|Mikaka]] 04:58, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Previous versions were even less discrete, this was a compromise between discreteness and people being able to notice it and easily find different version of the articles. &lt;br /&gt;
&lt;br /&gt;
:As for the layout problem, could you link me to a page where this problem is occurring? &lt;br /&gt;
&lt;br /&gt;
:As for the categories, I'm not sure what I think about them. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:01, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Your recent edit fixed the layout. The template table now rests snugly against the top of the articles in question. Thanks. Perhaps we can turn up the discreteness once people become used to having to the new system. For now it works. --[[User:Mikaka|Mikaka]] 05:12, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Font Size==&lt;br /&gt;
Could you please increase the font size of the alternate version links? Particularly 40d? They are very small at the moment and I think they could be quite easily missed by a lot of the &amp;lt;s&amp;gt;congregation&amp;lt;/s&amp;gt; users. [[User:Garanis|Garanis]] 15:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't this be using style sheets for its links and such? People seem to be having a lot of individual issues with it, but if the template were using CSS, they could fix it themselves. That is, they could do it '''without''' being lynched by people who liked it the way it was before they made their edits. ~ [[User:Midna|Midna]] 23:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mybrowserbar address when clicking versions ==&lt;br /&gt;
&lt;br /&gt;
What is this api.mybrowserbar that keeps popping up when I click on different versions of pages? If I go to the 2010 subterranean trees article and click on &amp;quot;v0.31.08&amp;quot; it tries to redirect me to the api.mybrowserbar page which my antivirus software catches and calls.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:44, 24 June 2010 (UTC)&lt;br /&gt;
:I can't figure out which page you're talking about.  Clicking on the versioning template at [http://df.magmawiki.com/index.php/Category:DF2010:Subterranean_trees Category:DF2010:Subterranean_trees] just gets the standard redlink page, and checking the HTML for that doesn't seem to show anything.  I'd guess that your computer is infected with a virus in its browser.  Run a full scan with your antivirus, and probably one or two others if you can. --[[User:DeMatt|DeMatt]] 20:09, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Current/Obsolete Categories ==&lt;br /&gt;
Is it really necessary for this template to categorize pages in [[:Category:Current]] and [[:Category:Obsolete]]? As I see it, it would be far more useful to simply place them in categories matching their namespace name (as is already done for categories) so that we don't end up with one category that contains every single article from 3 old but very much distinct versions of Dwarf Fortress. --[[User:Quietust|Quietust]] 17:47, 5 November 2012 (UTC)&lt;br /&gt;
:That probably makes sense. --[[User:Briess|Briess]] 20:09, 5 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NR link ==&lt;br /&gt;
&lt;br /&gt;
The NR text should act as a link, and it does on [[Template:av]]. However, on [[DF2012:How_do_I_build_a_farm|this page]], it doesn't. Adding &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{PAGENAME}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to the top of the page does display the page name as it should. Could this be related to spaces, by any chance? The only page I've found [[:Category:Missing Redirect|without a redirect]] that doesn't have spaces is [[DF:Versions]] (the av template is in the middle, as an example, but it '''does''' have a NR link that functions correctly). I don't see why spaces would be causing a problem – they usually work without problems – but does anyone know of a way to fix this? --{{User:Lethosor/sig}} 23:41, 25 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This bug was caused by the inter-namespace link rewriting code--generic links to &amp;quot;foo&amp;quot; are automatically rewritten to &amp;lt;nowiki&amp;gt;&amp;quot;{{NAMESPACE}}:foo&amp;quot;&amp;lt;/nowiki&amp;gt; when in one of the &amp;quot;versioned&amp;quot; namespaces (DF2012, v0.31, etc.). I have modified the template to explicitly force the NR link to point to mainspace as intended. --[[User:Loci|Loci]] 02:21, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks. It looks like all of the &amp;quot;Missing Redirect&amp;quot; articles now point to the correct article in the main namespace. --{{User:Lethosor/sig}} 02:36, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auto create redirect does NOT work ==&lt;br /&gt;
&lt;br /&gt;
Just stumbled upon a page with pink text in its template([[DF2012:Quickstart_guide/Stockpiles|this one]]). So I clicked it, assuming thats what youre supposed to do when you see it(I never saw pink text before :P ). It sent me to a page with preset text, and when I clicked preview it showed me that the comment caused the page to not be recognized as a redirect.&lt;br /&gt;
&lt;br /&gt;
I would fix this, but after a look at the source code I decided that I dont know enough about this template to figure out where the source of the preset page is located and remove the comment.&lt;br /&gt;
&lt;br /&gt;
The comment is redunant anyway, as the info box that is preloaded when creating the redirect already tells you that you can press the save page button.&lt;br /&gt;
&lt;br /&gt;
(I decided that I shouldnt create the redirect, actually, because the page is a subpage. Still, this bug should be fixed.) {{User:Latias1290/Sig/src|14:54|March 31, 2014}}&lt;br /&gt;
*Actually, I used that to auto-create the [[Dipscript]] redirect, and it worked just fine. When you actually save the page, the comment gets subst'ed into nothing and leaves a working redirect. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 17:20, 31 March 2014 (UTC)&lt;br /&gt;
I went ahead and removed the redundant text in the edit field. I'm not really sure if the &amp;quot;NR&amp;quot; link is necessary on subpages–are there any cases where redirects to subpages are needed? If there aren't, I'll go ahead and disable the link on subpages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:02, 31 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Even with the comment removed, it still displays as &amp;quot;1. REDIRECT cv:Quickstart guide/Stockpiles&amp;quot; until saved, due to &amp;lt;nowiki&amp;gt;{{subst:PAGENAME}}&amp;lt;/nowiki&amp;gt; occurring in the link. Once it's saved, however, Mediawiki treats it as a redirect and automatically redirects to the original (DF2012) page, most likely because it didn't realize it was a redirect before saving and didn't set the &amp;quot;redirect=no&amp;quot; parameter normally set when editing a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:07, 31 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
This link has been removed entirely, since the AutoRedirect extension makes mainspace redirects unnecessary ([[Main:Quickstart_guide/Stockpiles]] redirects to [[DF2012:Quickstart_guide/Stockpiles]] automatically). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:08, 7 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Note that some content may still need to be updated.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I suggest removing &amp;quot;Note that some content may still need to be updated.&amp;quot; from this template. We already have [[Template:migrated article]] and [[Template:migrated section]]; if those templates aren't present the reader should assume the content is accurate for v50. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 21:31, 3 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=282851</id>
		<title>Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=282851"/>
		<updated>2023-01-03T21:27:16Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: No more health screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=Keep track of inhabitant medical history.&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''chief medical dwarf''' is an appointed [[noble]] position in charge of the [[healthcare]] of the [[fortress]]. They keep track health status, injuries, scheduled treatments and medical history of all inhabitants, and (hopefully) have the medical know-how to do something about it.&lt;br /&gt;
&lt;br /&gt;
The only relevant skill for the position is [[diagnostician]], though it is not actually necessary for a dwarf to have any medical skills to be appointed to this position, or even for them to have the diagnosis [[labor]] enabled, though one may be inclined to turn their chief medical dwarf into a doctor for practicality's sake.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* For more tips on healthcare, see [[healthcare]].&lt;br /&gt;
* The [[Noble]] position has no requirements or quirks.&lt;br /&gt;
* Contrary to what the name suggests, citizens of any race can be appointed to the position of chief medical ''dwarf''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
		[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:165]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Controls_guide&amp;diff=282846</id>
		<title>Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Controls_guide&amp;diff=282846"/>
		<updated>2023-01-03T21:18:57Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Notes no longer exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This is a beginner's guide to [[fortress mode|Fortress Mode]] interface [[controls]]. This page assumes the default [[key bindings]]. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is recommended that you familiarize yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are four menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map using the numberpad to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid|forbidden]], [[dump|dumped]], or [[melt|melted]] from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[creature|animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are the same distance from the cursor (usually due to occupying the same tile), use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}}eneral -  Name, occupation, and [[skill|skills]].&lt;br /&gt;
* {{key|i}}nventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|p}}references - This menu includes two sub-menus: &lt;br /&gt;
** {{key|l}}abor - This lists which types of [[job|jobs]] the dwarf will accept. Very important for controlling their behavior.&lt;br /&gt;
** {{key|e}} Work Animals - Assign [[Animal training|trained]] animals to this dwarf.&lt;br /&gt;
* {{key|w}} [[Wound|ounds]] - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|z}} View Profile - Views a dwarf's profile. From here, you can view [[thought|thoughts]] and [[preference|preferences]], view his [[relationship]]s, and give him a custom nickname or profession title.&lt;br /&gt;
* {{key|Enter}} View Job - Shows the creature's current job, if they have one. (Some jobs/activities are unviewable.)&lt;br /&gt;
&lt;br /&gt;
===Query Rooms/Buildings, q===&lt;br /&gt;
The {{k|q}}uery command allows you to {{k|s}}uspend construction of a room or object, mark it for {{k|r}}emoval, or interact with its specific functionality. &lt;br /&gt;
*If you query a [[workshop]] you can change what tasks are being worked on, set a particular task to repeat or be suspended, or change who is allowed to use the workshop. &lt;br /&gt;
*If you query a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed]] into a [[bedroom]], a [[chair]] into an [[office]], etc.). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or citizen burial). &lt;br /&gt;
*You can also assign a [[room]] to belong to a specific dwarf.&lt;br /&gt;
*If you query a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you query a [[stockpile]] you can change what types of objects are stored there, how many [[barrel|barrels]] are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are inside buildings, such as [[workshop|workshops]], [[Trade depot|depots]], and [[trap|traps]].&lt;br /&gt;
&lt;br /&gt;
==Order your Dwarves==&lt;br /&gt;
These commands affect what your dwarves do. &lt;br /&gt;
===Build, b===&lt;br /&gt;
Use this command to {{key|b}}uild rooms, place [[furniture]], start [[Farm plot|farm]] plots, and such. In addition to a long list of items which can be scrolled through with the {{k|+}}/{{k|-}} keys, there are also a few sub-menus:&lt;br /&gt;
*{{key|w}} '''[[Workshop|Workshops]]'''&lt;br /&gt;
*{{k|e}} '''[[Furnace|Furnaces]]'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap|Traps]]'''&lt;br /&gt;
*{{key|M}} '''[[Machine component|Machine components]]'''&lt;br /&gt;
===Designate, d===&lt;br /&gt;
{{key|d}}  [[Designations]] menu&lt;br /&gt;
*{{k|d}} Mine - Mark solid walls to [[mining|mine]]&lt;br /&gt;
*{{k|h}} Channel - Mark to solid walls or floors to [[channel]] downwards. This will create a ramp on the Z-level below the miner.&lt;br /&gt;
*{{k|z}} Remove Upstairs/Ramps - Mark stairs and ramps to remove them.&lt;br /&gt;
*{{k|u}} Upward Stairway - Mark to dig up [[stairs]] into solid wall.&lt;br /&gt;
*{{k|j}} Downward Stairway - Mark to dig down stairs into either a solid wall or a floor.&lt;br /&gt;
*{{k|i}} Up/Down Stairway - Mark to dig up/down stairs into a solid wall.&lt;br /&gt;
*{{k|r}} Upward Ramp - Mark to dig a [[ramp]] into a solid wall&lt;br /&gt;
*{{k|t}} Chop Down Trees - Mark trees to be [[wood cutter|cut]] &lt;br /&gt;
*{{k|p}} Gather Plants - Mark [[plant|plants]] to be [[herbalist|gathered]]&lt;br /&gt;
*{{k|s}} Smooth Stone - Mark walls or floor for an [[engraver]] to smooth. This must be done before you can engrave or carve fortifications.&lt;br /&gt;
*{{k|e}} Engrave Stone -  Mark smoothed walls or floors to [[engraving|engrave]] art into.&lt;br /&gt;
*{{k|a}} Carve Fortifications - Mark smoothed walls to carve [[fortification]]s into.&lt;br /&gt;
*{{k|V}} Toggle Engravings - Mark engraved tiles to toggles their display.&lt;br /&gt;
*{{k|x}} Remove Designation - Removes any designation that was made with the {{k|d}} menu&lt;br /&gt;
*{{k|n}} Remove Constructions - Marks constructions for removal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{k|b}} Set Building/Item Properties - Used to mass designate entire areas for the following:&lt;br /&gt;
**{{k|c}} Claim Items/Buildings&lt;br /&gt;
**{{k|f}} Forbid Items/Buildings&lt;br /&gt;
**{{k|m}} Melt&lt;br /&gt;
**{{k|M}} Remove Melt&lt;br /&gt;
**{{k|d}} Dump&lt;br /&gt;
**{{k|D}} Remove Dump &lt;br /&gt;
**{{k|h}} Hide Items/Buildings&lt;br /&gt;
**{{k|H}} Unhide Items/Buildings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{k|o}} Set Traffic Areas - Set [[traffic]] areas.&lt;br /&gt;
&lt;br /&gt;
===Stockpile, p===&lt;br /&gt;
{{key|p}} Used to create [[stockpile|stockpiles]].&lt;br /&gt;
*{{k|a}} Animal &lt;br /&gt;
*{{k|u}} Furniture Storage&lt;br /&gt;
*{{k|y}} Corpses&lt;br /&gt;
*{{k|s}} Stone&lt;br /&gt;
*{{k|e}} Gem&lt;br /&gt;
*{{k|h}} Cloth&lt;br /&gt;
*{{k|z}} Ammo &lt;br /&gt;
*{{k|g}} Finished Goods &lt;br /&gt;
*{{k|p}} Weapons &lt;br /&gt;
*{{k|f}} Food &lt;br /&gt;
*{{k|w}} Wood &lt;br /&gt;
*{{k|b}} Bar/Block &lt;br /&gt;
*{{k|l}} Leather&lt;br /&gt;
*{{k|n}} Coins &lt;br /&gt;
*{{k|d}} Armor      &lt;br /&gt;
===Zones, i===&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], [[pasture|pen/pasture]], [[Activity zone#Pit/Pond|pit/pond]], [[sand]] collection, [[clay]] collection, [[meeting hall]], [[hospital]], [[animal training]]. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterward.&lt;br /&gt;
===Squads, s===&lt;br /&gt;
{{k|s}} This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|k}} Attack - Selected squad will attack the selected enemies.&lt;br /&gt;
*{{k|m}} Move - Selected squad will station to a specific location you choose.&lt;br /&gt;
*{{k|o}} Cancel orders - Cancels a station or kill order.&lt;br /&gt;
*{{k|z}} Center on Squad - Zooms to the commander of the squad.&lt;br /&gt;
*{{k|s}} View Schedule - Brings up the military scheduling screen.&lt;br /&gt;
*{{k|t}} Sched - Toggles between all available schedules.&lt;br /&gt;
*{{k|p}} Select Individuals - Lets you issue orders to individual soldiers instead of the entire squad.&lt;br /&gt;
===Burrows, w===&lt;br /&gt;
{{k|w}} Opens the [[burrow]]s menu:&lt;br /&gt;
*{{k|a}} Add - Creates a new burrow.&lt;br /&gt;
*{{k|d}} Delete - Deletes the selected burrow.&lt;br /&gt;
*{{k|Enter}} Define this Burrow - Creates a new burrow.&lt;br /&gt;
**{{k|n}} Name burrow - Give your burrow a name.&lt;br /&gt;
**{{k|c}} Change symbol selector - Used in conjunction with numpad {{k|-}}{{k|+}} to customize the color and symbol used for this burrow.&lt;br /&gt;
**{{k|Enter}} Start Rectangle - Use the keyboard to designate a rectangular area.&lt;br /&gt;
**{{k|b}} Mouse brush - Used to toggle mouse brush sizes. Useful if you use the mouse to click and drag to define a large irregular burrow.&lt;br /&gt;
**{{k|r}} Currently painting/erasing - Changes the action of the rectangle and mouse brush to add or subtract from the burrow.&lt;br /&gt;
**{{k|z}} Center on burrow - Self-explanatory.&lt;br /&gt;
*{{k|c}} Add citizens to burrow - displays a list of your entire population. Press {{k|Enter}} to add dwarves to the burrow.&lt;br /&gt;
*{{k|z}} Center on burrow - Self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==Fortress Information==&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
===Announcements, a===&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
===Civilizations, c===&lt;br /&gt;
{{key|c}} A list of other civilizations that you have personally encountered (and thus within distance for [[trade]] or [[siege|war]]). Civilizations are marked with a ''P'' if you are at peace with them, or with a ''W'' if you are at war. Pressing {{key|Tab}} lets you check total exports and imports, and standing trade agreements.&lt;br /&gt;
&lt;br /&gt;
===Unit List, u===&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|z}} '''Zoom to Creature''' This takes you to [[#View_Units.2C_v|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you to the [[building]] associated with the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
* {{key|m}} '''Manager''' Takes you to the [[Manager#Setting_up_work_orders|job manager]] screen.&lt;br /&gt;
&lt;br /&gt;
===Military, m===&lt;br /&gt;
{{key|m}} Access the [[military]] screen&lt;br /&gt;
* {{key|p}} '''Positions''' Create and remove squads and assign dwarves to them.&lt;br /&gt;
* {{key|a}} '''Alerts''' Create configure alerts. Used in conjunction with burrows to define a '''CIV Alert''', a safe place that dwarves will be forced to go when turned on. Can also be used to change the active alert schedule for your squads.&lt;br /&gt;
* {{key|e}} '''Equip''' Assign armor and weapons to military squads.&lt;br /&gt;
* {{key|n}} '''Uniforms''' Create or modify uniform templates which can be assigned using the Equip screen.&lt;br /&gt;
* {{key|u}} '''Supplies''' Controls if a squad carries food and drink.&lt;br /&gt;
* {{key|f}} '''Ammunition''' Assigns ammunition to squads.&lt;br /&gt;
* {{key|s}} '''Schedule''' Used to modify the [[schedule|orders]] for an alert.&lt;br /&gt;
&lt;br /&gt;
===Room List, R===&lt;br /&gt;
{{key|R}} Lists all [[Room|Rooms]], [[Building|Buildings]], [[Stockpile|Stockpiles]], and even [[Activity zone|Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
===Locations and Occupations, l===&lt;br /&gt;
{{key|l}} A list of the [[location|locations]] designated in your fortress (libraries, temples, &amp;amp; taverns).  In this screen you can control the supplies desired for your locations, as well as designate a worker/workers for the location as appropriate.&lt;br /&gt;
&lt;br /&gt;
===Nobles &amp;amp; Administrators, n===&lt;br /&gt;
{{key|n}} Access the [[Nobles screen]]&lt;br /&gt;
&lt;br /&gt;
===Fortress Overview, z===&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals''' A list of all tame [[creature|animals]] in your fort.&lt;br /&gt;
* '''Kitchen''' From here you can specify what [[food|foods]] can be [[cook|cooked]] or [[brew|brewed]]. &lt;br /&gt;
* '''Stone''' Controls the use of [[ore|ores]] and [[economic stone|economic stones]] &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have a [[Sheriff]].&lt;br /&gt;
* '''Health''' Shows an overview of the health status of the fortress, once you have a [[Chief medical dwarf]].&lt;br /&gt;
See [[Status]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
===Options &amp;amp; Orders, o===&lt;br /&gt;
{{key|o}} Access the [[Standing orders]]&lt;br /&gt;
&lt;br /&gt;
===Hot keys, h===&lt;br /&gt;
{{key|h}} Define or redefine [[Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Note&amp;diff=282844</id>
		<title>Note</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Note&amp;diff=282844"/>
		<updated>2023-01-03T21:13:57Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
'''Notes''' were comments that you could leave around your fortress. Instead, now many elements of the game can be renamed:&lt;br /&gt;
* Dwarf names and professions&lt;br /&gt;
* [[Squad]]s&lt;br /&gt;
* [[Workshop]]s and other buildings&lt;br /&gt;
* [[Stockpile]]s&lt;br /&gt;
* [[Zone]]s and [[location]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=282842</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=282842"/>
		<updated>2023-01-03T21:00:30Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about. This list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
&lt;br /&gt;
==Missing gameplay features==&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level or labor ([[DF2014:Manager#Workshop_profiles|Workshop profiles]]).&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*No mass designation of buildings to mark them as to be removed.&lt;br /&gt;
*No mass removal of building construction tiles.&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;br /&gt;
&lt;br /&gt;
==Missing UI features==&lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No [[health screen]] with an overview of dwarf and livestock health.&lt;br /&gt;
*[[Notes]] cannot be created. As an alternative, most buildings, zones, and stockpiles can be renamed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:game]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_screen&amp;diff=282841</id>
		<title>Health screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_screen&amp;diff=282841"/>
		<updated>2023-01-03T20:56:13Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Removed in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''health screen''' was a screen which summarized the health of friendly dwarves and livestock. &lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Health screen]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281947</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281947"/>
		<updated>2023-01-02T19:25:18Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Toggleable image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
&lt;br /&gt;
I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
&lt;br /&gt;
If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
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In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
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:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
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:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
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:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
&lt;br /&gt;
I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
&lt;br /&gt;
There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
&lt;br /&gt;
This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weird redirect behaviour ==&lt;br /&gt;
&lt;br /&gt;
[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 organization ==&lt;br /&gt;
&lt;br /&gt;
Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 migration ==&lt;br /&gt;
&lt;br /&gt;
The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
&lt;br /&gt;
I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
::::What needs to be done on the template side? I'm not sure I see too big of an issue leaving pages as &amp;quot;unknown-quality&amp;quot; for now (or just change the default to tattered) until we get the rating script working. Is that script up anywhere, anything that could be helped with? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:10, 2 January 2023 (UTC)&lt;br /&gt;
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It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
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It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::New here, hello. Should we set a date where we remove/only show the banner for logged in users. There are (some) pages that have 4 different notices about the upgrade. [[Engraving]] is one such page, the top banner states &amp;quot;information for editors&amp;quot;, we then have the &amp;quot;this page was migrated&amp;quot; banner, a version selection which warns the article might be inaccurate, and a smaller banner saying the page might need to be updated. Quite a lot of screen space, I think we can start to slowly reduce the amount of warnings this coming month? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:07, 2 January 2023 (UTC)&lt;br /&gt;
Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
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Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
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Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
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I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't it be an idea to add to the Sitenotice to remove the {{tl|migrated article}} tag when an article has been fully updated? I see many articles that seem to be updated still have the tag. And/or advise to make use of the {{tl|verify}} for sections still in need of checking? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 10:12, 2 January 2023 (UTC)&lt;br /&gt;
:Probably a good shout. The &amp;quot;see this page&amp;quot; link does include the detail on removing but we should more explicitly encourage removing the banner once a page has at least been looked over. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:01, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
&lt;br /&gt;
::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5x5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
::::: Ok, I have removed them from v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have added a basic side by side variant to [[Template:V50 workshop]] and [[Template:Building]] for testing, let us know if there any issues. Few notes:&lt;br /&gt;
* The default image naming scheme of &amp;lt;code&amp;gt;workshop-name.png&amp;lt;/code&amp;gt; will likely conflict with existing images here or on commons, maybe another naming scheme should be used like &amp;lt;code&amp;gt;v50 workshop-name.png&amp;lt;/code&amp;gt; as it is with ascii pictures.&lt;br /&gt;
* There is inconsistency in image size. If you want to use large zoomed images then toggle is best, otherwise they need to be all in native size (96px for 3x3).&lt;br /&gt;
* In the current version the code roughly centers the images and if there is a big image like with [[Siege workshop]] it drops to a new line --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Is there an easy way to just paste images from the clipboard?====&lt;br /&gt;
&lt;br /&gt;
I use KDE spectacle to take screenshots straight to the clipboard (after cropping) -- is there an easy way to just paste (and auto-upload) an image into an article? It would make it a lot easier to contribute images. [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:35, 1 January 2023 (UTC)&lt;br /&gt;
:Unfortunately there is not. I would be open to a MediaWiki extension to support this if someone finds one. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:32, 2 January 2023 (UTC)&lt;br /&gt;
:: Looks like this could do it, but I haven't used it before: https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
&lt;br /&gt;
Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
:Strawberries should be brewable according to the Raws.&lt;br /&gt;
:Trade wagons has been modified in v50. The first wagons will arrive at the same time your fort is becoming a barony. Until then, it's only pack animals and stairs are indeed fine. The [[Trading]] page needs a huge rework anyway... I'll try to do that next week. --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. &amp;lt;/s&amp;gt; [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
: A new template has been created: {{tl|V50 workshop}} --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== creature infobox prototype (moved) ===&lt;br /&gt;
&lt;br /&gt;
Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]]&lt;br /&gt;
&lt;br /&gt;
=== When do we remove the migration note on specific pages? ===&lt;br /&gt;
&lt;br /&gt;
At what point can we remove the &amp;quot;this page was auto migrated from v47&amp;quot; warning? There are a bunch of small pages that are more or less accurate, if I've reviewed them, can I go ahead and remove the warning? [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:33, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, feel free to remove it if you think all content is accurate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:31, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toggleable image ==&lt;br /&gt;
&lt;br /&gt;
Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:This looks nice to me! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:30, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good initiative. From the top of my head:&lt;br /&gt;
:* I suggest using a shorthand, no one wants to type 'Premium-classic thumb image'. &lt;br /&gt;
:* If we end up using toggle for infoboxes (not sure where we headed there), then I agree definitely same custom toggle class should be used for all, thus allowing to switch premium-classic view on the whole page at a click.&lt;br /&gt;
:* The button part on a separate row isn't pretty, creating a lot of dead space that can be used by the text. Are we set on the label 'toggle ascii'? Classic isn't Ascii per se, maybe we can use a 'toggle' with a tooltip {{tooltip|for example|does bla bla bla}}, or maybe we can get rid of the text and have a smaller icon button ([[User:Jan/sandbox#Metal_example|two examples]]). &lt;br /&gt;
: I hope that helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I added [[Template:Dual image]] with some of your suggestions. Agree that it's not super pretty, feel free to try something different. &lt;br /&gt;
&lt;br /&gt;
::* I put the toggle in the caption mostly because I gave up on trying to make a more sophisticated replacement for the default thumb image behavior, I'm sure someone with better wiki-fu could put together something more intelligent.&lt;br /&gt;
::* I cut the text down to just &amp;quot;Toggle&amp;quot;; I think the best solution would be a small graphic showing the old and new dwarf icons with arrows between them. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Dual image|&lt;br /&gt;
premium=File:DFwiki5by53by3farm.png|&lt;br /&gt;
classic=File:Quickstart_layout_3.png|&lt;br /&gt;
width=100px|&lt;br /&gt;
caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281946</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281946"/>
		<updated>2023-01-02T19:24:53Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Toggleable image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
&lt;br /&gt;
I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
&lt;br /&gt;
If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
&lt;br /&gt;
:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
&lt;br /&gt;
:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
&lt;br /&gt;
:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
&lt;br /&gt;
Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
&lt;br /&gt;
As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
&lt;br /&gt;
My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
&lt;br /&gt;
I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
&lt;br /&gt;
There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
&lt;br /&gt;
This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weird redirect behaviour ==&lt;br /&gt;
&lt;br /&gt;
[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 organization ==&lt;br /&gt;
&lt;br /&gt;
Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 migration ==&lt;br /&gt;
&lt;br /&gt;
The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
&lt;br /&gt;
I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
::::What needs to be done on the template side? I'm not sure I see too big of an issue leaving pages as &amp;quot;unknown-quality&amp;quot; for now (or just change the default to tattered) until we get the rating script working. Is that script up anywhere, anything that could be helped with? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:10, 2 January 2023 (UTC)&lt;br /&gt;
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It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
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It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::New here, hello. Should we set a date where we remove/only show the banner for logged in users. There are (some) pages that have 4 different notices about the upgrade. [[Engraving]] is one such page, the top banner states &amp;quot;information for editors&amp;quot;, we then have the &amp;quot;this page was migrated&amp;quot; banner, a version selection which warns the article might be inaccurate, and a smaller banner saying the page might need to be updated. Quite a lot of screen space, I think we can start to slowly reduce the amount of warnings this coming month? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:07, 2 January 2023 (UTC)&lt;br /&gt;
Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
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Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
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Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
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I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't it be an idea to add to the Sitenotice to remove the {{tl|migrated article}} tag when an article has been fully updated? I see many articles that seem to be updated still have the tag. And/or advise to make use of the {{tl|verify}} for sections still in need of checking? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 10:12, 2 January 2023 (UTC)&lt;br /&gt;
:Probably a good shout. The &amp;quot;see this page&amp;quot; link does include the detail on removing but we should more explicitly encourage removing the banner once a page has at least been looked over. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:01, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
&lt;br /&gt;
::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5x5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
::::: Ok, I have removed them from v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have added a basic side by side variant to [[Template:V50 workshop]] and [[Template:Building]] for testing, let us know if there any issues. Few notes:&lt;br /&gt;
* The default image naming scheme of &amp;lt;code&amp;gt;workshop-name.png&amp;lt;/code&amp;gt; will likely conflict with existing images here or on commons, maybe another naming scheme should be used like &amp;lt;code&amp;gt;v50 workshop-name.png&amp;lt;/code&amp;gt; as it is with ascii pictures.&lt;br /&gt;
* There is inconsistency in image size. If you want to use large zoomed images then toggle is best, otherwise they need to be all in native size (96px for 3x3).&lt;br /&gt;
* In the current version the code roughly centers the images and if there is a big image like with [[Siege workshop]] it drops to a new line --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Is there an easy way to just paste images from the clipboard?====&lt;br /&gt;
&lt;br /&gt;
I use KDE spectacle to take screenshots straight to the clipboard (after cropping) -- is there an easy way to just paste (and auto-upload) an image into an article? It would make it a lot easier to contribute images. [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:35, 1 January 2023 (UTC)&lt;br /&gt;
:Unfortunately there is not. I would be open to a MediaWiki extension to support this if someone finds one. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:32, 2 January 2023 (UTC)&lt;br /&gt;
:: Looks like this could do it, but I haven't used it before: https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
&lt;br /&gt;
Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
:Strawberries should be brewable according to the Raws.&lt;br /&gt;
:Trade wagons has been modified in v50. The first wagons will arrive at the same time your fort is becoming a barony. Until then, it's only pack animals and stairs are indeed fine. The [[Trading]] page needs a huge rework anyway... I'll try to do that next week. --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. &amp;lt;/s&amp;gt; [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
: A new template has been created: {{tl|V50 workshop}} --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== creature infobox prototype (moved) ===&lt;br /&gt;
&lt;br /&gt;
Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]]&lt;br /&gt;
&lt;br /&gt;
=== When do we remove the migration note on specific pages? ===&lt;br /&gt;
&lt;br /&gt;
At what point can we remove the &amp;quot;this page was auto migrated from v47&amp;quot; warning? There are a bunch of small pages that are more or less accurate, if I've reviewed them, can I go ahead and remove the warning? [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:33, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, feel free to remove it if you think all content is accurate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:31, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toggleable image ==&lt;br /&gt;
&lt;br /&gt;
Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:This looks nice to me! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:30, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good initiative. From the top of my head:&lt;br /&gt;
:* I suggest using a shorthand, no one wants to type 'Premium-classic thumb image'. &lt;br /&gt;
:* If we end up using toggle for infoboxes (not sure where we headed there), then I agree definitely same custom toggle class should be used for all, thus allowing to switch premium-classic view on the whole page at a click.&lt;br /&gt;
:* The button part on a separate row isn't pretty, creating a lot of dead space that can be used by the text. Are we set on the label 'toggle ascii'? Classic isn't Ascii per se, maybe we can use a 'toggle' with a tooltip {{tooltip|for example|does bla bla bla}}, or maybe we can get rid of the text and have a smaller icon button ([[User:Jan/sandbox#Metal_example|two examples]]). &lt;br /&gt;
: I hope that helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I added [[Template:Dual image]] with some of your suggestions. Agree that it's not super pretty, feel free to try something different. &lt;br /&gt;
{{Dual image|&lt;br /&gt;
premium=File:DFwiki5by53by3farm.png|&lt;br /&gt;
classic=File:Quickstart_layout_3.png|&lt;br /&gt;
width=100px|&lt;br /&gt;
caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
::* I put the toggle in the caption mostly because I gave up on trying to make a more sophisticated replacement for the default thumb image behavior, I'm sure someone with better wiki-fu could put together something more intelligent.&lt;br /&gt;
::* I cut the text down to just &amp;quot;Toggle&amp;quot;; I think the best solution would be a small graphic showing the old and new dwarf icons with arrows between them. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:21, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots&amp;diff=281945</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots&amp;diff=281945"/>
		<updated>2023-01-02T19:24:02Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When adding new screenshots of menus etc. should we take screenshots from the classic version or premium? See for example [[military interface]] [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 15:40, 23 December 2022 (UTC)&lt;br /&gt;
:My vote is both, because we will have readers that use both. (I think it's fine to leave one out if you aren't able to get a screenshot from one version, but we should aim to eventually have both available.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:54, 23 December 2022 (UTC)&lt;br /&gt;
: Premium only -  Ideally we should have both but as things are right now the pages are going to get overwhelmed and become unreadable if we try to have both. Having sperate interface pages for just the screenshots is impractical and since the userbase for steam version is considerably larger I say premium should be preferred. However, if we can use tabs or something like it I would say definitely both. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:18, 23 December 2022 (UTC)&lt;br /&gt;
: Priority should be given to graphical (premium) screenshots since they are immediately recognizable by all players. If ascii screenshots are included, they should be accompanied by a key describing what the relevant characters represent. --[[Special:Contributions/184.60.29.96|184.60.29.96]] 16:01, 25 December 2022 (UTC)&lt;br /&gt;
::I disagree and think that both should be represented. Classic screenshots are more recognizable by some longer-time players. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:13, 1 January 2023 (UTC)&lt;br /&gt;
:::Active discussion is happening [[Dwarf_Fortress_Wiki_talk:Versions#Toggleable_image|over here]]. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:24, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281944</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281944"/>
		<updated>2023-01-02T19:22:19Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Toggleable image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
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I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
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If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
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:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
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Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
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What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
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:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
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In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
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:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
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:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
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:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
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:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
&lt;br /&gt;
I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
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There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
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This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
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== Weird redirect behaviour ==&lt;br /&gt;
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[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
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Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
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:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
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ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
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: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
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:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
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== v50 migration ==&lt;br /&gt;
&lt;br /&gt;
The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
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I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
::::What needs to be done on the template side? I'm not sure I see too big of an issue leaving pages as &amp;quot;unknown-quality&amp;quot; for now (or just change the default to tattered) until we get the rating script working. Is that script up anywhere, anything that could be helped with? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:10, 2 January 2023 (UTC)&lt;br /&gt;
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It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
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It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::New here, hello. Should we set a date where we remove/only show the banner for logged in users. There are (some) pages that have 4 different notices about the upgrade. [[Engraving]] is one such page, the top banner states &amp;quot;information for editors&amp;quot;, we then have the &amp;quot;this page was migrated&amp;quot; banner, a version selection which warns the article might be inaccurate, and a smaller banner saying the page might need to be updated. Quite a lot of screen space, I think we can start to slowly reduce the amount of warnings this coming month? [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:07, 2 January 2023 (UTC)&lt;br /&gt;
Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't it be an idea to add to the Sitenotice to remove the {{tl|migrated article}} tag when an article has been fully updated? I see many articles that seem to be updated still have the tag. And/or advise to make use of the {{tl|verify}} for sections still in need of checking? --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 10:12, 2 January 2023 (UTC)&lt;br /&gt;
:Probably a good shout. The &amp;quot;see this page&amp;quot; link does include the detail on removing but we should more explicitly encourage removing the banner once a page has at least been looked over. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 11:01, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
&lt;br /&gt;
::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5x5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
::::: Ok, I have removed them from v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have added a basic side by side variant to [[Template:V50 workshop]] and [[Template:Building]] for testing, let us know if there any issues. Few notes:&lt;br /&gt;
* The default image naming scheme of &amp;lt;code&amp;gt;workshop-name.png&amp;lt;/code&amp;gt; will likely conflict with existing images here or on commons, maybe another naming scheme should be used like &amp;lt;code&amp;gt;v50 workshop-name.png&amp;lt;/code&amp;gt; as it is with ascii pictures.&lt;br /&gt;
* There is inconsistency in image size. If you want to use large zoomed images then toggle is best, otherwise they need to be all in native size (96px for 3x3).&lt;br /&gt;
* In the current version the code roughly centers the images and if there is a big image like with [[Siege workshop]] it drops to a new line --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 23:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Is there an easy way to just paste images from the clipboard?====&lt;br /&gt;
&lt;br /&gt;
I use KDE spectacle to take screenshots straight to the clipboard (after cropping) -- is there an easy way to just paste (and auto-upload) an image into an article? It would make it a lot easier to contribute images. [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:35, 1 January 2023 (UTC)&lt;br /&gt;
:Unfortunately there is not. I would be open to a MediaWiki extension to support this if someone finds one. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:32, 2 January 2023 (UTC)&lt;br /&gt;
:: Looks like this could do it, but I haven't used it before: https://www.mediawiki.org/wiki/Extension:SimpleBatchUpload&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
&lt;br /&gt;
Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
:Strawberries should be brewable according to the Raws.&lt;br /&gt;
:Trade wagons has been modified in v50. The first wagons will arrive at the same time your fort is becoming a barony. Until then, it's only pack animals and stairs are indeed fine. The [[Trading]] page needs a huge rework anyway... I'll try to do that next week. --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. &amp;lt;/s&amp;gt; [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
: A new template has been created: {{tl|V50 workshop}} --[[User:Halavus|Halavus]] ([[User talk:Halavus|talk]]) 13:40, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== creature infobox prototype (moved) ===&lt;br /&gt;
&lt;br /&gt;
Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]]&lt;br /&gt;
&lt;br /&gt;
=== When do we remove the migration note on specific pages? ===&lt;br /&gt;
&lt;br /&gt;
At what point can we remove the &amp;quot;this page was auto migrated from v47&amp;quot; warning? There are a bunch of small pages that are more or less accurate, if I've reviewed them, can I go ahead and remove the warning? [[User:Kelvie|Kelvie]] ([[User talk:Kelvie|talk]]) 23:33, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, feel free to remove it if you think all content is accurate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:31, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toggleable image ==&lt;br /&gt;
&lt;br /&gt;
Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:This looks nice to me! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:30, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good initiative. From the top of my head:&lt;br /&gt;
:* I suggest using a shorthand, no one wants to type 'Premium-classic thumb image'. &lt;br /&gt;
:* If we end up using toggle for infoboxes (not sure where we headed there), then I agree definitely same custom toggle class should be used for all, thus allowing to switch premium-classic view on the whole page at a click.&lt;br /&gt;
:* The button part on a separate row isn't pretty, creating a lot of dead space that can be used by the text. Are we set on the label 'toggle ascii'? Classic isn't Ascii per se, maybe we can use a 'toggle' with a tooltip {{tooltip|for example|does bla bla bla}}, or maybe we can get rid of the text and have a smaller icon button ([[User:Jan/sandbox#Metal_example|two examples]]). &lt;br /&gt;
: I hope that helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:21, 2 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I added [[Template:Dual image]] with some of your suggestions. Agree that it's not super pretty, feel free to try something different.&lt;br /&gt;
::* I put the toggle in the caption mostly because I gave up on trying to make a more sophisticated replacement for the default thumb image behavior, I'm sure someone with better wiki-fu could put together something more intelligent.&lt;br /&gt;
::* I cut the text down to just &amp;quot;Toggle&amp;quot;; I think the best solution would be a small graphic showing the old and new dwarf icons with arrows between them. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 19:21, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=281942</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=281942"/>
		<updated>2023-01-02T19:14:39Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Make farm plot image toggleable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen.&lt;br /&gt;
&lt;br /&gt;
To save and quit back to the main menu, select {{DFtext|Save and return to title menu}}.&lt;br /&gt;
{{tc|#d00|Unless you know what you are doing, do not select either}} {{DFtext|Retire the Fortress (for the time being)}} or {{DFtext|Abandon the Fortress to Ruin}}! These will essentially cause you to lose your save.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History length}} is {{DFtext|100 years|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Embark =&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
{{main|Embark}}&lt;br /&gt;
&lt;br /&gt;
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way.&lt;br /&gt;
&lt;br /&gt;
After generating a world, select {{DFtext|Play now}} then choose fortress mode. The game will load and update the world, then show the world map.&lt;br /&gt;
&lt;br /&gt;
Mouse over the map to inspect it. Left-click to zoom in, where you can then click the {{DFtext|Embark}} button in the bottom right corner to choose an embark site.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. &lt;br /&gt;
&lt;br /&gt;
{{ambox&lt;br /&gt;
|type=type&lt;br /&gt;
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in your site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''[[Climate|Temperature]]:''' Warm or Temperate&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Flux stone layer''' For your steel industry&lt;br /&gt;
*Also avoid sites containing '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-finder.png|thumb|right|Initial finder criteria]]&lt;br /&gt;
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help.&lt;br /&gt;
[[File:Quickstart-finder-partial.png|thumb|right|Finder partial match missing Good surroundings]]&lt;br /&gt;
&lt;br /&gt;
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region in which it found a match will be indicated by a green {{DFtext|X|2:1}} on the map. Any embark sites matching the criteria will be shown by a rectangle of yellow {{DFtext|X|6:1}}s on the zoomed-in map.&lt;br /&gt;
&lt;br /&gt;
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.&lt;br /&gt;
&lt;br /&gt;
If you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
In addition, settings are also displayed on the right-hand side.&lt;br /&gt;
Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Getting your bearings==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.&lt;br /&gt;
&lt;br /&gt;
On the left, there are buttons for various message logs.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Labor and work details===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' (not yet supported for v50) can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' (not yet supported for v50) includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
{{Main|Labor}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf is allowed do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to &amp;quot;everybody does this&amp;quot; to allow any idle dwarf to pick up the job.&lt;br /&gt;
&lt;br /&gt;
'''While you're here''', set the Hunters and Fisherdwarves work details to &amp;quot;nobody does this.&amp;quot; Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.&lt;br /&gt;
&lt;br /&gt;
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.&lt;br /&gt;
&lt;br /&gt;
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Furnace Operating&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Armoring&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Metalcrafting&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || Gem Cutting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|z}} and click &amp;quot;Meeting Area&amp;quot;. Draw a rectangle to create a meeting area, then click &amp;quot;Accept&amp;quot;. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{K|m}}. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|m}} to bring up the digging orders menu.&lt;br /&gt;
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)&lt;br /&gt;
#Draw a rectangular are you want to dig out.&lt;br /&gt;
#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDigChannelExamples.png|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:&lt;br /&gt;
* Press {{K|y}} to open the labor menu, and select &amp;quot;Miners&amp;quot; on the left side.&lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Click the check box next to the dwarf to enable the mining labor.&lt;br /&gt;
* Exit with {{k|Esc}} or right mouse.&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 3 picks. If you want more than three miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:DFwikiStockpileMenu.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile by clicking on it to open the stockpile menu, and clicking &amp;quot;Custom&amp;quot;. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Click the plus sign at the bottom to add a new stockpile.&lt;br /&gt;
#Draw a rectangle and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
#Click [[Stockpile#Custom_stockpiles|&amp;quot;Custom&amp;quot;]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click &amp;quot;All&amp;quot; in the top left to enable everything, then go through each type you want to exclude, and click &amp;quot;None&amp;quot; in the top-center of the screen. This will reject all goods of that type.&lt;br /&gt;
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|p}}, clicking on the stockpile, then changing the stockpile settings as above.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
When you designate a staircase to be dug out, the top level will be down-stairs, any inner levels will be up/down stairs, and the bottom level will be up-stairs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{k|z}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select &amp;quot;Meeting area&amp;quot;, draw the rectangle, filling the entire room, and click &amp;quot;Accept&amp;quot;. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[DF2014:Activity_zone|activity zone]] is already mined out before attempting to designate the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} and click the &amp;quot;plus stockpile&amp;quot; icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food is necessary for your dwarves' survival -  to keep functioning, they require constant supplies of food and drink - the amount of food and drink currently available is displayed in the status bar at the top of the screen. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
{{Dual image|&lt;br /&gt;
premium=File:DFwiki5by53by3farm.png|&lt;br /&gt;
classic=File:Quickstart_layout_3.png|&lt;br /&gt;
width=100px|&lt;br /&gt;
caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K-|b|o|f|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to &amp;quot;Everybody does this&amp;quot;, so there's no need to change this now.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, click on it, and set the plot to grow [[plump helmet]]s during all seasons. You need to go through each season tab to enable plump helmets in all seasons &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, click on the plot and it will show the list of seeds currently planted. There is no icon for a partially grown plant, so an empty field will look identical to a fully planted field until your crops are ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gatherers}} work detail, and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{K|g}}ather plants on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{K-|b|o|f|b}}) and mark one of your animals for slaughtering (press {{k|u}}, click on &amp;quot;Pets/Livestock&amp;quot;, and click the meat cleaver next to the animal you want to slaughter). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{K|l}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity {{K|z}}one around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a brewer to brew drinks. Fortunately, the brewing labor is enabled on all dwarves by default. If you want to change this later, use the [[Labor|labor menu]] ({{K|y}}).&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k-|b|o|f|l}} to build a still. Position it in the 3x3 area you just created.&lt;br /&gt;
# Click on a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, click on the still, click &amp;quot;Add new task&amp;quot;, and &amp;quot;Brew drink from plant&amp;quot;. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|z}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the &amp;quot;plus bunny&amp;quot; icon in the top right of the zone menu. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{K-|b|o}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; click on the workshop and click &amp;quot;Resume construction&amp;quot; to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
&lt;br /&gt;
Click on your stoneworker's shop and queue up one [[table|table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, you will need to scroll all the way down.) While the wheelbarrows are being built, click on your stone stockpile and click the barrel icon, and increase &amp;quot;Max wheelbarrows&amp;quot; to 3. Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
&lt;br /&gt;
===''&amp;quot;Where did I build that ____?&amp;quot;''===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
&lt;br /&gt;
* You can View {{K|P}}laces and click the &amp;quot;Workshops&amp;quot; tab to see a Building List, and also Zoom to the building/item, or view the building's tasks.&lt;br /&gt;
&lt;br /&gt;
* For incomplete buildings/constructions, you can also open the {{K|t}}ask list and then recenter on the partially constructed building to find the intended location.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. Queue up two or three barrels in your carpenter's workshop. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be brewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|z}}, click on &amp;quot;Garbage Dump&amp;quot;, and create a 1x1 activity zone somewhere near your mason's and mechanic's workshops. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, use the labor menu ({{K|y}}) and select the &amp;quot;Haulers&amp;quot; work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to &amp;quot;Everybody does this&amp;quot;. You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K-|b|T}} in the 5x5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, make sure your depot is accessible. There needs to be a 3-wide passage from the depot to the edge of the map.&lt;br /&gt;
&lt;br /&gt;
If you see the message [[Their wagons have bypassed your inaccessible site]] when the merchants arrive, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
* Building a paved [[road]] {{K-|b|n|o}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The first few times the traders arrive, they will not bring a wagon anyway. They will only start to bring a wagon once your fortress is a [[barony]]. Without a wagon, they will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Build the beds with {{k-|b|f|b}}. You can check &amp;quot;Keep building after placement&amp;quot; to place multiple beds. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Open the {{K|z}}one menu and click on &amp;quot;Dormitory&amp;quot;. Draw a rectangle over the room you dug out.&lt;br /&gt;
# Once you have a bed ready, build it anywhere in your dormitory.&lt;br /&gt;
You can place multiple beds in the dormitory.&lt;br /&gt;
&lt;br /&gt;
[[File:DfwikiIndividualBedroomsQuickstart.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed ({{K-|b|f|b}}) in a room when ready&lt;br /&gt;
# Make sure each room is enclosed by a door ({{K-|b|p|r}}). You can make doors at the carpenter's or stoneworker's workshops.&lt;br /&gt;
# Open the {{K|z}}one menu, and click on &amp;quot;Bedroom&amp;quot;.&lt;br /&gt;
# Click &amp;quot;Multi&amp;quot; (instead of &amp;quot;Paint&amp;quot;), and draw a rectangle containing multiple bedrooms. Each room with a bed, enclosed by a door, will be marked as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles and Administrators==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the stoc{{K|k}}s screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
===Manager &amp;amp; Bookkeeper===&lt;br /&gt;
Your [[expedition leader]] is a good choice for manager and bookkeeper when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the stoc{{K|k}}s screen.''&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping to actually talk to the traders when a trade delegation arrives.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. They will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done. &lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. &lt;br /&gt;
[[File:DFwikiNoblesScreen.png|right|thumb|Nobles screen. The red stuff turns green once an office is assigned.]]&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. &lt;br /&gt;
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  &lt;br /&gt;
# Place the furniture in it with {{k-|b|f|r}} (chair) and {{k-|b|f|t}} (table). &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Using the {{K|z}}ones menu, mark the room as an office, and then assign the office to your expedition leader (who should be both your bookkeeper and manager). &lt;br /&gt;
# Hit {{K|n}} to verify that these positions now have the office they need (if so, the icon next to the position should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood, which also includes the giant mushrooms in the caverns.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the work {{K|o}}rders menu, click the clipboard icon in the top right to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;Make bed.&amp;quot; Click the number sign to set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K-|b|o|f|k}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click &amp;quot;Food&amp;quot; then click &amp;quot;None&amp;quot; in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the build furniture ({{K-|b|f}}) command. Put the new chai{{K|r}}s and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Add a Meeting Area {{K|z}}one in the dining room. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier).&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the [[stocks|stoc{{K|k}}s]] screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{k-|b|t|t}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it by clicking on it and selecting &amp;quot;Remove this building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|z}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{k-|b|n|b}}) to seal off your entryway. Make sure to set the draw direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. &lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{k-|b|m|l}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by clicking on the lever and selecting &amp;quot;Link lever&amp;quot;. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|o|u|l}}), and one a [[metalsmith's forge]] ({{k-|b|o|i}}). Designate stockpiles for bars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|o|u|f}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
[[File:DFwikiCraftsExample.png|thumb|right|A craftsdwarf workshop, which will produce crafts and trinkets for trade.]]&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Быстрый старт]]&lt;br /&gt;
[[zh:Quickstart guide]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Dual_image&amp;diff=281941</id>
		<title>Template:Dual image</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Dual_image&amp;diff=281941"/>
		<updated>2023-01-02T19:12:12Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;  &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-classicimage&amp;quot;&amp;gt;   {{{premium}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-classicimage mw-ui-bu...&amp;quot;&lt;/p&gt;
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Template for creating an image with a premium and classic version.&lt;br /&gt;
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{{Dual image|&lt;br /&gt;
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		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=281938</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=281938"/>
		<updated>2023-01-02T18:33:21Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Current Discussions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for listing various wiki-related discussions.  In this sense you can get involved in any of the major initiatives on the wiki and find information on how a particular consensus was reached.  If there is a discussion that you'd like to be viewed by more users feel free to list it here.&lt;br /&gt;
&lt;br /&gt;
Items will be occasionally removed from this list to ensure its usability and relevance.  To discuss centralized discussion itself or this article please use the [[Dwarf Fortress Wiki talk:Centralized Discussion|talk page]].&lt;br /&gt;
&lt;br /&gt;
Wiki-related issues can be reported on [http://github.com/df-wiki/df-wiki/issues GitHub] or at [[DF:Error reports]].&lt;br /&gt;
&lt;br /&gt;
:''To view changes to the below discussions click [https://dwarffortresswiki.org/index.php/Special:RecentChangesLinked/Dwarf_Fortress_Wiki:Centralized_Discussion here].''&lt;br /&gt;
&lt;br /&gt;
== Starting a new discussion ==&lt;br /&gt;
* If the discussion relates to a specific article, start a discussion on its talk page (the &amp;quot;discussion&amp;quot; tab at the top of the page). If it does not exist and you are unable to create it, feel free to [[DF:PR|request it]].&lt;br /&gt;
* If the discussion relates to a specific policy, start it on the relevant talk page and link to it below (under &amp;quot;Current Discussions&amp;quot;)&lt;br /&gt;
* If the discussion relates to the wiki in general (a request for comment, suggestion, etc.) or a large group of pages, create a subpage of this page (e.g. &amp;lt;code&amp;gt;[[DF:Centralized Discussion/DISCUSSION_NAME_HERE]]&amp;lt;/code&amp;gt;) and link to it below. &lt;br /&gt;
&lt;br /&gt;
== Current Discussions == &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;!-- ADD NEW DISCUSSIONS BELOW THIS LINE --&amp;gt;&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Pageviews|Pageviews]]: request for pageview extension&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Versions#v50_specific_issues|v50-specific wiki issues]]: ongoing efforts to update the wiki for v50&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Versions#v50_migration|v50 wiki migration]]: technical details and known remaining issues about the now-completed migration process&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Versions#v50_organization|v50 wiki organization]]: proposal for new namespace scheme for DF v50&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots|Premium &amp;amp; Classic screenshots]]: which to use/add?&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions|Skills Labor and Professions]] terminology.&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Your edit was saved|Your edit was saved]] - Possible wiki bug, spurious &amp;quot;Your edit was saved&amp;quot; messages&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Animal_Raws_for_Animal_Men| Animal Raws for Animal Men]] - Discussing adding the Raws of the respective creatures to their Animal Man counterparts&lt;br /&gt;
* [[/Announcements/]]: To discuss possible implementations and locations of wiki-related announcements&lt;br /&gt;
* [[/Translating the wiki/]]: To discuss the possibility of setting up a translation system on the wiki&lt;br /&gt;
*[[/0.42-micro-template/]] - When and how to mark minor 0.42-specific content when the full banner is not practical for formatting reasons.&lt;br /&gt;
*[[/Template for DFHack/]] - There should be a specific template for wiki sections involving DFHack, distinct from the one used for mods.&lt;br /&gt;
&amp;lt;!-- DO NOT ADD ANYTHING BELOW THIS LINE --&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Discussion format:&lt;br /&gt;
* [[/NAME OF SUBPAGE/]]: DESCRIPTION&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Old Discussions ==&lt;br /&gt;
:''These have all been inactive for &amp;gt;1 month.  But feel free to comment on them if you have something to add, then move the line to current discussions above.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
*[[/Feedback reporter/]]: To discuss the implementation of a new feedback reporting tool.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Centralized Discussion|Centralized Discussion]] - To discuss this page and the general concept of Centralized discussion.&lt;br /&gt;
*[[Masterwork talk:Community portal]] - To discuss editing guidelines specific to the new Masterwork wiki.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Spambot attacks|Spambot attacks]] - Discussion of the recent (1/29/2011) spambot attacks.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Redundancy|Redundancy]] - Articles should repeat tabled info as text.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Article Consolidation|Article Consolidation]] - Are there too many articles forever destined to be stubs? (Ores/Stones/Gems) that can be replaced by tables?&lt;br /&gt;
*[[Dwarf Fortress Wiki:Real World Information|Real World Information]] - Discussing the place of real world information in wiki articles.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Quality|Quality labels]] - Place to discuss the Quality label, as well as the process of labeling articles.&lt;br /&gt;
*[[Talk:Main_Page|Main Page]] - To discuss the layout of the main page, and the purpose of the main page talk for discussion.\&lt;br /&gt;
*[[Dwarf Fortress Wiki:Improvement_Drive|Improvement Drive]] ([[Dwarf_Fortress_Wiki talk:Improvement_Drive|Talk]]) - Wiki improvement drive&lt;br /&gt;
*[[Dwarf_Fortress_Wiki talk:Versions|Wiki Versioning process]] - Archived (as of 4/20) discussion about how to proceed with article versioning for the DF 03.31 (DF2010) upgrade.  Project page describes how it was done and how articles are organized to support multiple different game versions.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Community Portal|Community Portal]] - General discussion area, also to discuss the community portal page itself.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Current events|Current events]] - '''old'''&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Announcements|Announcements]] - About the [[Dwarf Fortress Wiki:Announcements|Announcements]] box at the top of every page.&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Manual of Style|Manual of style (talk)]] - A general discussion about article style, including subtopics such as spelling (English/UK), the place for humor, page layout, image use, and &amp;quot;vanity articles&amp;quot;.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Deletion_Policy|Deletion Policy (talk)]] - To discuss the [[Dwarf_Fortress_Wiki:Deletion_Policy|Deletion Policy]].&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Magmawiki|Magmawiki]] - Discussion about the on-going magmawiki project, which aims to replace mediawiki for this wiki's software.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Request for Adminship|Request for Adminship]] - Discussions on granting Adminship to specific users &lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Request for Adminship|Request for Adminship (talk)]] - Discussions on the Adminship-granting process&lt;br /&gt;
*[[Dwarf Fortress Wiki:Block policy|Block Policy]] - The not yet created policy for blocking users.&lt;br /&gt;
&lt;br /&gt;
=== Article specific ===&lt;br /&gt;
*[[DF2012 Talk:Map legend]] &amp;amp;mdash; The map legend should cover what different ''background'' colors mean, not just foreground colors&lt;br /&gt;
*[[v0.31 Talk:How to correctly start fortress mode]]&lt;br /&gt;
*[[DF2012 Talk:Children]] &amp;amp;mdash; This page should be moved to [[DF2012:Child]] (first, that page needs to be vacated).&lt;br /&gt;
*[[DF2012 Talk:Bridge]] &amp;amp;mdash; Suggestion to remove or relocate to [[DF2012:Trap design]] a large section of the Bridge page, and replace with &amp;quot;See also&amp;quot;s.&lt;br /&gt;
==== Completed ====&lt;br /&gt;
*[[DF2012 Talk:Arena]] &amp;amp;mdash; This page should be moved to [[DF2012:Object testing arena]].&lt;br /&gt;
*[[Category talk:DF2012:Hermaphrodite]] &amp;amp;mdash; This category should be moved to &amp;quot;sexless&amp;quot; or &amp;quot;genderless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Pageviews&amp;diff=281937</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Pageviews</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Pageviews&amp;diff=281937"/>
		<updated>2023-01-02T18:32:20Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Pageview extension&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could we get pageviews and a list of most popular pages added to this wiki? It'd help focus efforts on more popular pages for cases like the v50 update. It looks like [https://www.mediawiki.org/wiki/Extension:HitCounters this extension] does the job. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 18:32, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilian_alert&amp;diff=281676</id>
		<title>Civilian alert</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilian_alert&amp;diff=281676"/>
		<updated>2023-01-02T08:22:07Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Deleting outdated info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
A '''civilian alert''' was a [[military]] alert that confined all civilians to a specific [[burrow]].&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Note&amp;diff=281675</id>
		<title>Note</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Note&amp;diff=281675"/>
		<updated>2023-01-02T08:19:35Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Notes don't exist in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
'''Notes''' were comments that you could leave around your fortress. This functionality no longer exists.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=281674</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=281674"/>
		<updated>2023-01-02T08:16:28Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Notes, civilian alerts are missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No medical screen with an overview, keeping track of medical needs is severely more difficult&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;br /&gt;
*[[Notes]] cannot be created.&lt;br /&gt;
*[[Civilian alert]]s are not available.&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/50.01&amp;diff=281673</id>
		<title>Release information/50.01</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/50.01&amp;diff=281673"/>
		<updated>2023-01-02T08:13:19Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
The first version in this release cycle, '''DF 50.01''', was released on '''December 6, 2022'''. It was introduced with the Dwarf Fortress [[Premium version|Premium]] launch on the Steam and itch.io platforms. The classic version update was not finished at the time.&lt;br /&gt;
&lt;br /&gt;
The release did not include an official changelog. An incomplete and unedited changelog was released on the publisher's site [https://kitfoxgames.notion.site/Dwarf-Fortress-Premium-Launch-Changelog-2300676dec054a518cc2f16e9401afed]:&lt;br /&gt;
&lt;br /&gt;
== UI-related features ==&lt;br /&gt;
* tutorial/guides/tooltips&lt;br /&gt;
* all menus improved and have mouse support&lt;br /&gt;
* wasd support&lt;br /&gt;
* mouse wheel to change elevation, click mouse wheel and drag to recenter&lt;br /&gt;
* view multiple elevations at once&lt;br /&gt;
* info readout where mouse is&lt;br /&gt;
* ui/play area can be scaled/zoomed separately&lt;br /&gt;
* can now interact with more menus while unpaused&lt;br /&gt;
* right click to leave any menu&lt;br /&gt;
* easy to find buttons&lt;br /&gt;
* minimap clickable, higher resolution&lt;br /&gt;
* population shown by emotion&lt;br /&gt;
* food/drink amounts shown at all times&lt;br /&gt;
* date/moon/weather shown&lt;br /&gt;
* new information hub centralizing a lot of data&lt;br /&gt;
* character sheets with tons of accessible info including thoughts and memories&lt;br /&gt;
* ability to use closest material when building, and to keep building after placement&lt;br /&gt;
* faster zone/stockpile/burrow/track placement&lt;br /&gt;
* zones and locations easier to manage, zones and rooms unified into zones&lt;br /&gt;
* stockpiles much easier to manage/link/customize&lt;br /&gt;
* burrows now easier to manage, burrows can be paused&lt;br /&gt;
* minecart hauling system much easier to use&lt;br /&gt;
* hospital now a location instead of a zone, so it can span multiple areas, be named, and have associated occupations&lt;br /&gt;
* more search filters on lists, more alphabetization, collapsing categories&lt;br /&gt;
* new alert and report system&lt;br /&gt;
* flow of diplomacy changed, no longer interrupts you, incorporated into alert system&lt;br /&gt;
* more feedback on trade screen&lt;br /&gt;
* labor settings replaced with work details&lt;br /&gt;
* children do chores like hauling&lt;br /&gt;
* can now place constructions over existing constructions&lt;br /&gt;
* military screen and unit orders combined in easy to use squad menu&lt;br /&gt;
* work orders much easier to use, suggested trigger conditions relieve most of the need to build your own&lt;br /&gt;
* new button to recenter on locations, easier recentering generally&lt;br /&gt;
* surface and depth buttons&lt;br /&gt;
* hospital screen and character sheet replace health tab&lt;br /&gt;
* standing orders easier to understand and use in info tab&lt;br /&gt;
* faster worldgen, now has a history readout as you go&lt;br /&gt;
* embarking much easier, more of the map is shown, biome information much easier to find&lt;br /&gt;
* site finder faster, shows specific metals, can be stopped&lt;br /&gt;
* easier to access difficulty settings and triggers&lt;br /&gt;
* legend mode hyperlinks&lt;br /&gt;
&lt;br /&gt;
== Other features ==&lt;br /&gt;
&lt;br /&gt;
* new goal to become mountainhome&lt;br /&gt;
* multi-timeline save system&lt;br /&gt;
* mod system revamped, load order&lt;br /&gt;
* stress system improved&lt;br /&gt;
* jewels easier to find and cutting gems made easier&lt;br /&gt;
* easier to find iron&lt;br /&gt;
* can choose noble symbols of power&lt;br /&gt;
* multiple leather items per skin based on size&lt;br /&gt;
* new underground features&lt;br /&gt;
* new agitation system in savage areas, elves more demanding&lt;br /&gt;
* return of underground invasions&lt;br /&gt;
* farm output depends on soil location (caverns better)&lt;br /&gt;
* caravan economy tightened considerably, wagons now require baron&lt;br /&gt;
* appraisal skill matters in degrees&lt;br /&gt;
* new prefs folder to separate out changes you made in settings from the defaults&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
&lt;br /&gt;
* bins bug - no longer need such a need for quantum stockpiles&lt;br /&gt;
* civil war bugs&lt;br /&gt;
* megabeast religions now work properly&lt;br /&gt;
* many many many more&lt;br /&gt;
&lt;br /&gt;
== Missing Features ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Missing features}}&lt;br /&gt;
&lt;br /&gt;
Many features which were present in 0.47 were missing in 50.01, including the medical screen, the ability to add notes, and civilian alerts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Release information]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=281672</id>
		<title>Talk:Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Missing_features&amp;diff=281672"/>
		<updated>2023-01-02T08:13:02Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;if any1 knows how to change the title you can change it to Missing features (Premium) or something so its more clear &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Heinz Peter Original|Heinz Peter Original]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:This page is specifically about v50, per the version banner at the top. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:48, 30 December 2022 (UTC)&lt;br /&gt;
:Oh, I see you created the page. I think the title is fine as-is - I just adjusted the wording to specify version numbers rather than &amp;quot;classic&amp;quot;/&amp;quot;premium&amp;quot;, because there is also a classic DF build that is current (50.04). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:50, 30 December 2022 (UTC)&lt;br /&gt;
that was quick thanks man, yeah I supposed the classic version did not regress but it seems everyone has to work with this current state hahaha&lt;br /&gt;
&lt;br /&gt;
Could we move this to &amp;quot;Missing features in v50&amp;quot;? I don't think it makes sense for this to be a versioned article since most versions will not have major regressions like v50. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 08:12, 2 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=281671</id>
		<title>Missing features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Missing_features&amp;diff=281671"/>
		<updated>2023-01-02T08:11:14Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Version not needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the '''missing features''' of DF version 50, which were present in 0.47. Some of those don't have an alternative yet and are not implemented, which is what this list is about.&lt;br /&gt;
&lt;br /&gt;
==Absent features==&lt;br /&gt;
The list is a work in progress as many discussions are scattered between multiple platforms and new issues are being discovered daily.&lt;br /&gt;
*Locations can't be disbanded once they have been created.&lt;br /&gt;
*Workshops can't be restricted to a certain skill level.&lt;br /&gt;
*Labor priorities are not available (aside from prioritizing certain tiles when [[mining]] or [[smoothing]]).&lt;br /&gt;
*Mass designation of buildings to mark them as to be removed&lt;br /&gt;
*Mass removal of building construction tiles &lt;br /&gt;
*Logs aren't accessible after closing them. There is no combat log available when clicking a creature.&lt;br /&gt;
*No medical screen with an overview, keeping track of medical needs is severely more difficult&lt;br /&gt;
*Specific mechanisms aren't selectable when linking levers to objects, you need to forbid every other mechanism through the stock screen to have the autoselect choose the one you want.&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281429</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=281429"/>
		<updated>2023-01-01T23:12:27Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* Toggleable image */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
&lt;br /&gt;
I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
&lt;br /&gt;
If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
&lt;br /&gt;
:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
&lt;br /&gt;
:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
&lt;br /&gt;
:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
&lt;br /&gt;
If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
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I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
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There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
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This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
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== Weird redirect behaviour ==&lt;br /&gt;
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[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
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Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
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:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
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ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 migration ==&lt;br /&gt;
&lt;br /&gt;
The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
&lt;br /&gt;
I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** Update: The DFRawFunctions extension has been upgraded to include v50 raws, using the &amp;quot;v50:&amp;quot; prefix for filenames instead of &amp;quot;DF2014:&amp;quot;. I haven't finished a migration script to create the /raw pages themselves, but they can typically be created manually by copying the DF2014 /raw pages and changing &amp;quot;DF2014&amp;quot; to &amp;quot;v50&amp;quot; everywhere. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:20, 1 January 2023 (UTC)&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
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It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
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It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
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Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
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:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
:::::::::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
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Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
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Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
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: I noticed that some templates aren't working properly in the new namespace, e.g. [[Basalt]] entry had its raw updated manually but the infobox fail to show any details. Cursory look suggest {{t|layerlookup/0}} need a minor tweak. This should do the work&lt;br /&gt;
:: Replace: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:: With___: &amp;lt;nowiki&amp;gt;{{layerlookup/aux|{{&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;:&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;{{FULLPAGENAME}}/raw}}|uses={{{uses|}}}|wiki={{{wiki|}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: Not sure what the plan and ETA with raws update so I didn't touch this high usage template for now. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:11, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Please do feel free to make this update. I am still working on a script to create the &amp;lt;code&amp;gt;/raw&amp;lt;/code&amp;gt; pages themselves. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
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::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
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::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
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:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
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: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== adding premium set to Infobox ====&lt;br /&gt;
I am unclear where are we going with this? &amp;lt;br&amp;gt;&lt;br /&gt;
1) Will (A) tabs be implemented, (B) we be using mediawiki toggle [[Template_talk:V50_workshop|example]] for premium and classic/blocked, (c) put images side by side, or (d) something else?&amp;lt;br&amp;gt;&lt;br /&gt;
2) Also [[silver]] and [[Pig iron]] use very different image style for example.&amp;lt;br&amp;gt;&lt;br /&gt;
3) Anything else you want ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Personally, I would love tabs to be implemented, but I think that side by side might be best for most. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 12:32, 30 December 2022 (UTC)&lt;br /&gt;
: Here is rough layout we can use. It should fit most buildings given the default sprite size. There is also a different floor plan for both (inspired by reddit) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 5x5&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&lt;br /&gt;
|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
|colspan=2|&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siege workshop.png|center|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%; font-size: 125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Siege workshop}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;line-height: 1em; font-size: 125%;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;border-spacing:4px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:12px; height:12px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; background-color:#eaecf0; border-collapse: collapse; &amp;quot;&lt;br /&gt;
|+ 3x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc; &amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: right;&amp;quot;|&amp;lt;div class=&amp;quot;mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive&amp;quot; style=&amp;quot;float:left; border-top-right-radius: 10px; border-top-left-radius:10px;&amp;quot;&amp;gt;toggle&amp;lt;/div&amp;gt;&amp;lt;span style=&amp;quot;padding-top:5px; text-align: right;&amp;quot;&amp;gt;{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|rowspan=2 style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;gt;[[File:Carpenter's workshop.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-infoboxtab&amp;quot;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- raw tile changes adds padding and margin --&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|&amp;quot;|7:0:0}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|{{=}}|6:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|]|0:0:1}}&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1em&amp;quot;| {{Raw Tile|░|0:7:1}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:5px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#b7b9bd; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
| style=&amp;quot;width:18px; height:18px;  background-color:#86878a; border:1px solid #545557;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Layout&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:Screw_press.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Screw press}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:200px; height:100px; padding:10px; background-color:#eaecf0; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ 1x3&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #3366cc;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;text-align:center;&amp;quot;|{{Tooltip|Hotkey|adasdasdasd}}: {{Key|b|o|g}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px dotted #545557;&amp;quot;|[[File:water_wheel.png|32px|center|link=]]&lt;br /&gt;
| style=&amp;quot;font-size:125%;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Picture Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left: 1px dotted #545557;line-height:normal;&amp;quot;|&amp;lt;center&amp;gt;{{Template:Floor Plan Water wheel}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:Any thoughts on the direction and or any and all of its elements? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:16, 31 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kind of like side-by-side, if it fits. If anyone wants to implement a toggle button or tabs, I would ask that that be implemented in a template for now, so that e.g. we could change a toggle button to tabs in a single place if we decide to install an extension to support that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:14, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I noticed a comment saying that [[impassable tile]] are no longer used in v50, is that true for all constructions? If so, floor plans are no longer needed, making things much easier as we can fit everything in except the 5v5 constructions like trade depot (and even these can be placed one above the other if so desired). If not, any thought on the alternative floor plan design? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:46, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: None of the constructions have blocking tiles any more from my experience playing. I haven't tested siege weaponry with that stuff, but none of the workshops have it, nor does any furniture. (walls and fortifications will of course obstruct movement [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 18:47, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bizarre palette-swapping idea/prototype ====&lt;br /&gt;
No idea if this is a good idea, since it takes a bit of time to set up, and there might be some performance issues... and maybe display issues?&lt;br /&gt;
&lt;br /&gt;
But take a look at this:&lt;br /&gt;
{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=amber}}&lt;br /&gt;
&lt;br /&gt;
It's way to swap palettes on an image, although the image itself is a table, with each cell representing a pixel. The template itself looks like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock|palette-name=saffron}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Input the pattern and desired palette name.&lt;br /&gt;
&lt;br /&gt;
I've got a larger showcase here: [[User:Brightgalrs/Sandbox/PaletteSwapShowcase]]. Only did a rock pattern so far, but all palettes are implemented. &lt;br /&gt;
The major use for this would be on each stone, metal, wood, etc. type's page. The palette could be read directly from the raws. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:22, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From a technical perspective, my primary concern is indeed performance. Both on the server side and client side, a large number of tables that large (in terms of markup and cell count, that is) tend to be resource-intensive to generate and render. I saw your image-filtering experiments on [[User:Brightgalrs/vector.css]], and while that strikes me as a newer and less-backwards-compatible approach, it would probably be more resource-friendly.&lt;br /&gt;
:Is this color adjustment something the game is doing natively? i.e. does this accurately match what the game displays? I bet we could slap together an image-filtering extension (or find an existing one?) that can do this if needed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:49, 24 December 2022 (UTC)&lt;br /&gt;
::Yeah that's what I suspected. The images the template creates are spot on, checked it against a screenshot I took of some mica rocks in-game. The css stuff is unfortunately totally incorrect, was cool to learn about it though, so not a complete waste of my time :p. The premium, in-game graphics are true sprites, basically patterns of indexed colors. Each of the in-game colors (which are significantly expanded over the 16 ascii colors, there's 116/117) there is a palette defined in &amp;quot;\Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png&amp;quot;. Each indexed color of the sprite is swapped for the corresponding color in the palette. Because of that, the css stuff doesn't work since it's doing the hue/saturation/brightness changes to the entire sprite.&lt;br /&gt;
::I've looked into an existing mediawiki extension, couldn't find anything. One thing I did't really look at is some type of lua script/module that would basically emulate what the game is doing. So some function that takes in the base image as well as the desired palette, and based on that finds and replaces each color. No idea what mediawiki's capabilities are on that front. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 05:31, 24 December 2022 (UTC)&lt;br /&gt;
:::We do have Scribunto installed now, so it's totally possible to do something in Lua too - forgot about that. I can add you to the group that grants access to edit the Module namespace if you want to give that a shot. If we use an extension, we'd probably need a custom one, similar to DFDiagram (or perhaps DFDiagram could be extended - it's in dire need of a rewrite anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:43, 24 December 2022 (UTC)&lt;br /&gt;
::::I asked around on the mediawiki irc, I think scribunto/lua is a deadend, at least for taking an uploaded image and doing stuff to it with a lua script. However I did come up with this even more bizarre solution, using block elements. [[User:Brightgalrs/Sandbox/PaletteSwapShowcase2]], maybe less resource intensive? Definitely displays a lot worse though, probably unusable.&lt;br /&gt;
::::{{User:Brightgalrs/Sandbox/PaletteSwitch|templatename=User:Brightgalrs/Sandbox/Rock2|palette-name=saffron}}&lt;br /&gt;
::::I dunno, maybe none of this is worth it and we should just write some external program to put all the images together offline, and then just mass upload. It wouldn't be ''that'' many... [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:37, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: The &amp;quot;current&amp;quot; redirects also cause the version box to incorrectly show that the current version has a page - e.g. [[23a:Cave_river]] shows a v50.04 version, but it's just a redirect back to that version. Similarly, what should happen to redirects like [[Clothes maker]], where a concept has evolved? It currently goes to [[23a:Clothes maker]] - that's correct if the user is trying to look up a very old concept, but if a new user is looking for &amp;quot;how to make clothes&amp;quot;, they should be directed to [[Clothier]]. --[[User:Danny252|Danny252]] ([[User talk:Danny252|talk]]) 12:16, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One should be careful with cv redirects. Most that were recently adjusted were unused plural forms (that should probably be deleted) but few like [[Crown]] needed that for backward compatibility. Removing the [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;type=revision&amp;amp;diff=279966&amp;amp;oldid=219482 cv part] means the the link on [[v0.31:Tilesets]] is now broken. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:30, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::If [[v0.31:Tilesets]] is about v0.31, it should not be using &amp;quot;main:&amp;quot; in its links - ''all'' of those links are going to pages about v50, not v0.31, regardless of whether the target is a redirect or not. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 26 December 2022 (UTC)&lt;br /&gt;
:::::: You right, I removed it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:55, 27 December 2022 (UTC) &lt;br /&gt;
&lt;br /&gt;
Crown cv redir issue is now fixed, I believe. As goes with such cases where one can simply revert the troublesome edit, unless I've mistepped, myself? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:52, 26 December 2022 (UTC)&lt;br /&gt;
:Both [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=280026] and [https://dwarffortresswiki.org/index.php?title=Crown&amp;amp;diff=prev&amp;amp;oldid=279966] should not have had any effect, because &amp;quot;cv&amp;quot; is an alias to the main namespace now, just like &amp;quot;main&amp;quot;. Proof: [[Crown]], [[cv:Crown]], [[main:Crown]]. It's possible caching is coming into play here, although I purged the redirect cache after making that alias change earlier this month... &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:02, 27 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think there have been some changes not captured, but as a newb, I'm afraid to edit the page(s).  A good example is Strawberry.  I'm playing the Steam version right now and Strawberry plants are &amp;quot;not relevant to brewing&amp;quot; in Labor &amp;gt; kitchen &amp;gt; veg / fruit / leaves.  Unless I'm mistaken and need to process them?  Another example is the trade caravan = it seems the 3 square pathing no longer happens; it's just yak(s). 12:31, 28 December 2022 (UTC) 12:29, 28 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, none of the workshop buildings in v50 have blocking tiles any more. There's a comment to the like in data/vanilla/vanilla_buildings/objects/building_custom.txt that says this &amp;quot;[BLOCK:1:0:0:0] workbenches no longer block&amp;quot;. Hesitant to update that template as I'm not sure if it's referenced for all of the old versions too. [[User:AndrielChaoti|AndrielChaoti]] ([[User talk:AndrielChaoti|talk]]) 05:54, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== creature infobox prototype (moved) ===&lt;br /&gt;
&lt;br /&gt;
Check it out, I made a temporary template and added it to the [[cow]]s page. Now it shows the sprites (but not the zombified versions yet). I wanted to show everyone a prototype of what v50 creature infoboxes should look like. Or at least something similar to it. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:11, 27 December 2022 (UTC)&lt;br /&gt;
:Hi, I'm new to editing wikis but I have done a bit of work with sprite sheets and I've been going through the DF data files to find the different graphics hoping to help with the animal pages. I've thrown together a template with grass and a few nature sprites (plants, a tree, and a rock) for size reference but I'm unsure how large the 'display' tiles in the middle of the template should be to suit all animals. I can see in the sprite sheets that some land animals have an adult and child sprite, so two tiles. Others have a male, female, and child, but after seeing you include the zombie cows I'm unsure if I should make it twice the size to add them too. Alternatively, I could grab some tiles from the haunted biomes for the zombie animals and make a separate template for a side-by-side comparison. Either way, let me know if this helps. I'd like to help with other graphics too as we add the premium tilesets but the animals seemed the easiest to tackle with me being new to wiki editing. ~~[[User:UristTheSeventh|UristTheSeventh]]&lt;br /&gt;
&lt;br /&gt;
== Toggleable image ==&lt;br /&gt;
&lt;br /&gt;
Any objections/comments to using this template for now for toggling between classic and premium images? I'd probably rename it to &amp;quot;Template:Premium-classic thumb image&amp;quot;. I'm sure someone can come up with a better UI eventually, but should be easy to migrate at that point. I also think we should use the same customtoggle class for this and for the infobox. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 23:12, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox&amp;diff=281426</id>
		<title>User:NiftyManiac/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox&amp;diff=281426"/>
		<updated>2023-01-01T23:07:18Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: Created page with &amp;quot; # T0  {{User:NiftyManiac/Sandbox/TemplateDualImage| premium=File:Quickstart-finder.png| classic=File:Quickstart-finder-partial.png }}  {{User:NiftyManiac/Sandbox/TemplateDual...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
# T0&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{User:NiftyManiac/Sandbox/TemplateDualImage|&lt;br /&gt;
premium=File:Quickstart-finder.png|&lt;br /&gt;
classic=File:Quickstart-finder-partial.png|&lt;br /&gt;
caption=My caption|&lt;br /&gt;
width=100px&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281425</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281425"/>
		<updated>2023-01-01T23:06:34Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-classicimage&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{premium}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-classicimage mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{caption|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-classicimage&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{classic}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-classicimage mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{caption|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281424</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281424"/>
		<updated>2023-01-01T23:05:55Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-classicimage&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{premium}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{caption|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-classicimage&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{classic}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-classicimage mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{caption|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281423</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281423"/>
		<updated>2023-01-01T23:03:10Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{premium}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{caption|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{classic}}}|{{{width|200px}}}|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{caption|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281422</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281422"/>
		<updated>2023-01-01T23:02:18Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{premium}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{1|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{classic}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{1|}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281421</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281421"/>
		<updated>2023-01-01T23:01:28Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{premium}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{1}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{classic}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{1}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281420</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281420"/>
		<updated>2023-01-01T23:01:09Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{file_premium}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{1}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{file_classic}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{{1}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281419</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281419"/>
		<updated>2023-01-01T22:58:48Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{file_premium}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;{{{1}}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{file_classic}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281418</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281418"/>
		<updated>2023-01-01T22:57:28Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{file_premium}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{file_classic}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281417</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281417"/>
		<updated>2023-01-01T22:56:39Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{1}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-image&amp;quot;&amp;gt;&lt;br /&gt;
  [[{{{2}}}|300px|thumb|&amp;lt;span class=&amp;quot;mw-customtoggle-image mw-ui-button mw-ui-progressive&amp;quot;&amp;gt;Toggle ASCII&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NiftyManiac/Sandbox/TemplateDualImage&amp;diff=281416</id>
		<title>User:NiftyManiac/Sandbox/TemplateDualImage</title>
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		<updated>2023-01-01T22:55:30Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: &lt;/p&gt;
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		<author><name>NiftyManiac</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=281404</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=281404"/>
		<updated>2023-01-01T22:32:33Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: /* World Generation */ Good for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen.&lt;br /&gt;
&lt;br /&gt;
To save and quit back to the main menu, select {{DFtext|Save and return to title menu}}.&lt;br /&gt;
{{tc|#d00|Unless you know what you are doing, do not select either}} {{DFtext|Retire the Fortress (for the time being)}} or {{DFtext|Abandon the Fortress to Ruin}}! These will essentially cause you to lose your save.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History length}} is {{DFtext|100 years|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Embark =&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
{{main|Embark}}&lt;br /&gt;
&lt;br /&gt;
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way.&lt;br /&gt;
&lt;br /&gt;
After generating a world, select {{DFtext|Play now}} then choose fortress mode. The game will load and update the world, then show the world map.&lt;br /&gt;
&lt;br /&gt;
Mouse over the map to inspect it. Left-click to zoom in, where you can then click the {{DFtext|Embark}} button in the bottom right corner to choose an embark site.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. &lt;br /&gt;
&lt;br /&gt;
{{ambox&lt;br /&gt;
|type=type&lt;br /&gt;
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in your site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:DFwikiStartingSiteExample.png|thumb|600px|An example of a good starting location, note details in the top-right corner]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''[[Climate|Temperature]]:''' Warm or Temperate&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Flux stone layer''' For your steel industry&lt;br /&gt;
*Also avoid sites containing '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-finder.png|thumb|right|Initial finder criteria]]&lt;br /&gt;
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help.&lt;br /&gt;
[[File:Quickstart-finder-partial.png|thumb|right|Finder partial match missing Good surroundings]]&lt;br /&gt;
&lt;br /&gt;
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region in which it found a match will be indicated by a green {{DFtext|X|2:1}} on the map. Any embark sites matching the criteria will be shown by a rectangle of yellow {{DFtext|X|6:1}}s on the zoomed-in map.&lt;br /&gt;
&lt;br /&gt;
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.&lt;br /&gt;
&lt;br /&gt;
If you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
In addition, settings are also displayed on the right-hand side.&lt;br /&gt;
Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Getting your bearings==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.&lt;br /&gt;
&lt;br /&gt;
On the left, there are buttons for various message logs.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Labor and work details===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' (not yet supported for v50) can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' (not yet supported for v50) includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
{{Main|Labor}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf is allowed do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to &amp;quot;everybody does this&amp;quot; to allow any idle dwarf to pick up the job.&lt;br /&gt;
&lt;br /&gt;
'''While you're here''', set the Hunters and Fisherdwarves work details to &amp;quot;nobody does this.&amp;quot; Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Also, the default embark comes with two pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.&lt;br /&gt;
&lt;br /&gt;
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.&lt;br /&gt;
&lt;br /&gt;
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Furnace Operating&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Armoring&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Metalcrafting&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || Gem Cutting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|z}} and click &amp;quot;Meeting Area&amp;quot;. Draw a rectangle to create a meeting area, then click &amp;quot;Accept&amp;quot;. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{K|m}}. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|m}} to bring up the digging orders menu.&lt;br /&gt;
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)&lt;br /&gt;
#Draw a rectangular are you want to dig out.&lt;br /&gt;
#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDigChannelExamples.png|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:&lt;br /&gt;
* Press {{K|y}} to open the labor menu, and select &amp;quot;Miners&amp;quot; on the left side.&lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Click the check box next to the dwarf to enable the mining labor.&lt;br /&gt;
* Exit with {{k|Esc}} or right mouse.&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 3 picks. If you want more than three miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Click the plus sign at the bottom to add a new stockpile.&lt;br /&gt;
#Draw a rectangle and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
#Click [[Stockpile#Custom_stockpiles|&amp;quot;Custom&amp;quot;]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click &amp;quot;All&amp;quot; in the top left to enable everything, then go through each type you want to exclude, and click &amp;quot;None&amp;quot; in the top-center of the screen. This will reject all goods of that type.&lt;br /&gt;
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|p}}, clicking on the stockpile, then changing the stockpile settings as above.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
When you designate a staircase to be dug out, the top level will be down-stairs, any inner levels will be up/down stairs, and the bottom level will be up-stairs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{k|z}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select &amp;quot;Meeting area&amp;quot;, draw the rectangle, filling the entire room, and click &amp;quot;Accept&amp;quot;. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[DF2014:Activity_zone|activity zone]] is already mined out before attempting to designate the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} and click the &amp;quot;plus stockpile&amp;quot; icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food is necessary for your dwarves' survival -  to keep functioning, they require constant supplies of food and drink - the amount of food and drink currently available is displayed in the status bar at the top of the screen. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwiki5by53by3farm.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K-|b|o|f|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to &amp;quot;Everybody does this&amp;quot;, so there's no need to change this now.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, click on it, and set the plot to grow [[plump helmet]]s during all seasons. You need to go through each season tab to enable plump helmets in all seasons &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, click on the plot and it will show the list of seeds currently planted. There is no icon for a partially grown plant, so an empty field will look identical to a fully planted field until your crops are ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gatherers}} work detail, and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{K|g}}ather plants on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{K-|b|o|f|b}}) and mark one of your animals for slaughtering (press {{k|u}}, click on &amp;quot;Pets/Livestock&amp;quot;, and click the meat cleaver next to the animal you want to slaughter). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{K|l}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity {{K|z}}one around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a brewer to brew drinks. Fortunately, the brewing labor is enabled on all dwarves by default. If you want to change this later, use the [[Labor|labor menu]] ({{K|y}}).&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k-|b|o|f|l}} to build a still. Position it in the 3x3 area you just created.&lt;br /&gt;
# Click on a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, click on the still, click &amp;quot;Add new task&amp;quot;, and &amp;quot;Brew drink from plant&amp;quot;. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|z}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the &amp;quot;plus bunny&amp;quot; icon in the top right of the zone menu. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{K-|b|o}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; click on the workshop and click &amp;quot;Resume construction&amp;quot; to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
&lt;br /&gt;
Click on your stoneworker's shop and queue up one [[table|table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, you will need to scroll all the way down.) While the wheelbarrows are being built, click on your stone stockpile and click the barrel icon, and increase &amp;quot;Max wheelbarrows&amp;quot; to 3. Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
&lt;br /&gt;
===''&amp;quot;Where did I build that ____?&amp;quot;''===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
&lt;br /&gt;
* You can View {{K|P}}laces and click the &amp;quot;Workshops&amp;quot; tab to see a Building List, and also Zoom to the building/item, or view the building's tasks.&lt;br /&gt;
&lt;br /&gt;
* For incomplete buildings/constructions, you can also open the {{K|t}}ask list and then recenter on the partially constructed building to find the intended location.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. Queue up two or three barrels in your carpenter's workshop. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be brewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Press {{K|z}}, click on &amp;quot;Garbage Dump&amp;quot;, and create a 1x1 activity zone somewhere near your mason's and mechanic's workshops. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, use the labor menu ({{K|y}}) and select the &amp;quot;Haulers&amp;quot; work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to &amp;quot;Everybody does this&amp;quot;. You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K-|b|T}} in the 5x5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, make sure your depot is accessible. There needs to be a 3-wide passage from the depot to the edge of the map.&lt;br /&gt;
&lt;br /&gt;
If you see the message [[Their wagons have bypassed your inaccessible site]] when the merchants arrive, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
* Building a paved [[road]] {{K-|b|n|o}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The first few times the traders arrive, they will not bring a wagon anyway. They will only start to bring a wagon once your fortress is a [[barony]]. Without a wagon, they will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Build the beds with {{k-|b|f|b}}. You can check &amp;quot;Keep building after placement&amp;quot; to place multiple beds. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Open the {{K|z}}one menu and click on &amp;quot;Dormitory&amp;quot;. Draw a rectangle over the room you dug out.&lt;br /&gt;
# Once you have a bed ready, build it anywhere in your dormitory.&lt;br /&gt;
You can place multiple beds in the dormitory.&lt;br /&gt;
&lt;br /&gt;
[[File:DfwikiIndividualBedroomsQuickstart.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed ({{K-|b|f|b}}) in a room when ready&lt;br /&gt;
# Make sure each room is enclosed by a door ({{K-|b|p|r}}). You can make doors at the carpenter's or stoneworker's workshops.&lt;br /&gt;
# Open the {{K|z}}one menu, and click on &amp;quot;Bedroom&amp;quot;.&lt;br /&gt;
# Click &amp;quot;Multi&amp;quot; (instead of &amp;quot;Paint&amp;quot;), and draw a rectangle containing multiple bedrooms. Each room with a bed, enclosed by a door, will be marked as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles and Administrators==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the stoc{{K|k}}s screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
===Manager &amp;amp; Bookkeeper===&lt;br /&gt;
Your [[expedition leader]] is a good choice for manager and bookkeeper when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the stoc{{K|k}}s screen.''&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping to actually talk to the traders when a trade delegation arrives.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. They will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done. &lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. &lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. &lt;br /&gt;
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  &lt;br /&gt;
# Place the furniture in it with {{k-|b|f|r}} (chair) and {{k-|b|f|t}} (table). &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Using the {{K|z}}ones menu, mark the room as an office, and then assign the office to your expedition leader (who should be both your bookkeeper and manager). &lt;br /&gt;
# Hit {{K|n}} to verify that these positions now have the office they need (if so, the icon next to the position should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood, which also includes the giant mushrooms in the caverns.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the work {{K|o}}rders menu, click the clipboard icon in the top right to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;Make bed.&amp;quot; Click the number sign to set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K-|b|o|f|k}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click &amp;quot;Food&amp;quot; then click &amp;quot;None&amp;quot; in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the build furniture ({{K-|b|f}}) command. Put the new chai{{K|r}}s and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Add a Meeting Area {{K|z}}one in the dining room. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier).&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the [[stocks|stoc{{K|k}}s]] screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{k-|b|t|t}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it by clicking on it and selecting &amp;quot;Remove this building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|z}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{k-|b|n|b}}) to seal off your entryway. Make sure to set the draw direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. &lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{k-|b|m|l}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by clicking on the lever and selecting &amp;quot;Link lever&amp;quot;. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|o|u|l}}), and one a [[metalsmith's forge]] ({{k-|b|o|i}}). Designate stockpiles for bars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|o|u|f}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
[[File:DFwikiCraftsExample.png|thumb|right|An example of a craftsdwarf workshop, which will produce crafts and trinkets for trade.]]&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Быстрый старт]]&lt;br /&gt;
[[zh:Quickstart guide]]&lt;/div&gt;</summary>
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		<title>Jeweler's workshop</title>
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		<summary type="html">&lt;p&gt;NiftyManiac: No impassable tiles in v50&lt;/p&gt;
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{{DF2022 workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|use=&lt;br /&gt;
* Rough [[gem]]s&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
* Gem [[craft]]s&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a [[workshop]] for a [[jeweler]]. A jeweler uses this workshop to make items more valuable.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Jeweler's Workshop'''&lt;br /&gt;
* [[gem cutter|Cut]] Gems&lt;br /&gt;
* Cut raw glass into gems&lt;br /&gt;
* Encrust ammo with cut gems&lt;br /&gt;
* Encrust ammo with cut glass&lt;br /&gt;
* Encrust ammo with polished stones&lt;br /&gt;
* Encrust finished goods with cut gems&lt;br /&gt;
* Encrust finished goods with cut glass&lt;br /&gt;
* Encrust finished goods with polished stones&lt;br /&gt;
* Encrust furniture with cut gems&lt;br /&gt;
* Encrust furniture with cut glass&lt;br /&gt;
* Encrust furniture with polished stones&lt;br /&gt;
* Polish stones&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*[[gem cutter|Cut]] rough [[gem]]s into something usable.&lt;br /&gt;
*[[Decoration|Decorate]] objects with gems to make them more valuable.&lt;br /&gt;
*Make ordinary [[bed]]s, [[cabinet]]s, [[table]]s, etc. more aesthetic for better [[Room#Quality|quality]] [[room]]s.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Rough gems are always more valuable when cut; however some dwarves will demand rough gems during a [[strange mood]], so it is best not to cut all your gems.&lt;br /&gt;
* Rough [[rock crystal]]s are used in glassmaking, but not cut rock crystals, so it is best not to cut these.&lt;br /&gt;
*When adding a task to cut/encrust gems, the tasks are generally ordered by gem value, from least valuable to most valuable (in reality, they appear in the order in which they are defined in the raw file &amp;quot;inorganic_stone_gem.txt&amp;quot;, which is roughly grouped by rarity).&lt;br /&gt;
*It's a good idea to let your [[gem setter]] train with low-value gems, cut stone cabochons, or [[glass]] (which can be manufactured) and only encrust with high-value gems after reaching legendary status, as there's a much better chance they will produce a [[Item quality|masterpiece]] which is 12 times as valuable.&lt;br /&gt;
** Be careful when setting up many encrust jobs or putting one on repeat -- this can result in all of the work being done to a single item. This happens because if the gem setter enters the shop and finds a correct item already set up (IE: a hauler didn't remove it after the last job completed) he will simply encrust that item rather than waiting for a different one to be hauled in. (However, this behavior can be beneficial if you wish to, for instance, encrust a dining room statue with every gem in your fortress.)&lt;br /&gt;
*Cut gems do not have quality, so it is generally unnecessary to train a dwarf in gem cutting.  The value of gem crafts and large gems do have quality levels, but are trade goods which are not used in gem setting. &lt;br /&gt;
*You may also cut normal stones in the jeweler's workshop. These stones will always come out as cabochons, while other gems will come out as cut gems. The difference being that a cabochon is just a cut and polished stone, whereas a gem is a gem. Some rough gems are also always cut as cabochons, this is dependent on the opacity or transparency of the stone.{{verify}}&lt;br /&gt;
*While you can increase the value of crafts by cutting valuable stones such as obsidian or various ores (platinum, silver, or gold) into cabochons and then encrusting your crafts with these stones, it is almost always better to smelt the ore and [[stud]] the crafts instead (or just produce more metal crafts). &lt;br /&gt;
*The ability to cut all stones makes training [[gem setter]]s much easier, while also providing a convenient way to dispose of excess stone.  This works even better with [[flux]] stones and [[obsidian]], since they are 2-3 times as valuable as normal stone.&lt;br /&gt;
*It's technically possible to cut boulders made of any material into gems. During regular gameplay, this means [[stone]], [[clay]] and [[ice]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decoration]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_kiln&amp;diff=281019</id>
		<title>Magma kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_kiln&amp;diff=281019"/>
		<updated>2023-01-01T07:33:23Z</updated>

		<summary type="html">&lt;p&gt;NiftyManiac: No impassable tiles in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Furnace|name=Magma kiln|key=n&lt;br /&gt;
|job=&lt;br /&gt;
*[[Furnace operator]]&lt;br /&gt;
*[[Potter]]&lt;br /&gt;
*[[Glazer]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Potash]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Alabaster]]&lt;br /&gt;
* [[Selenite]]&lt;br /&gt;
* [[Satinspar]]&lt;br /&gt;
* [[Kaolinite]]&lt;br /&gt;
* [[Clay]]&lt;br /&gt;
* [[Silty clay]]&lt;br /&gt;
* [[Sandy clay]]&lt;br /&gt;
* [[Clay loam]]&lt;br /&gt;
* [[Fire clay]]&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* [[Gypsum plaster]]&lt;br /&gt;
* [[Ceramic]] [[Jug]]&lt;br /&gt;
* [[Ceramic]] [[Block|Brick]]s&lt;br /&gt;
* [[Ceramic]] [[Statue]]&lt;br /&gt;
* [[Ceramic]] [[Large pot|Large Pot]]&lt;br /&gt;
* [[Ceramic]] [[Trade_good#Crafts|Crafts]]&lt;br /&gt;
* [[Glaze]]d clay/stone items&lt;br /&gt;
* [[Ceramic]] [[Hive]]&lt;br /&gt;
* [[Quicklime]]{{version|0.42.01}}&lt;br /&gt;
* [[Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument pieces]]{{version|0.42.01}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma kiln''' behaves the same as a [[kiln]], differing only by the fact that it uses the heat from [[magma]] instead of requiring [[fuel]]. Like all magma furnaces, it must be built out of magma-safe materials, and one of the edge tiles must be directly above a tile of magma at least 4/7 deep.&lt;br /&gt;
&lt;br /&gt;
Note that if a magma kiln isn't above magma that is at least 4/7 deep, it can't be used to Collect Clay, even though that task doesn't require fuel.&lt;br /&gt;
&lt;br /&gt;
As with other magma workshops, magma kilns will not be available for construction until you have discovered magma in your region.&lt;br /&gt;
&lt;br /&gt;
A magma kiln will not consume the magma underneath it that it uses for heat. One tile of magma beneath the kiln will last forever.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Magma kiln]]&lt;/div&gt;</summary>
		<author><name>NiftyManiac</name></author>
	</entry>
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