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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=176694</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=176694"/>
		<updated>2012-08-10T16:35:15Z</updated>

		<summary type="html">&lt;p&gt;Niriel: /* Fertilization */ Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, 7x9.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:06, 26 July 2012 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The &amp;quot;Farming (Fields)&amp;quot; [[labor]] must be enabled. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' -- 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields -- both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, 7x9.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other &amp;quot;freezing&amp;quot; biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Niriel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mass_pitting&amp;diff=176400</id>
		<title>v0.34:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mass_pitting&amp;diff=176400"/>
		<updated>2012-08-05T22:36:41Z</updated>

		<summary type="html">&lt;p&gt;Niriel: /* The Pit */ it's =&amp;gt; its.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|[[User:Reilwin|Reilwin]] 03:27, 3 April 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time.&lt;br /&gt;
&lt;br /&gt;
=Mass Pitting System=&lt;br /&gt;
:Also called the '''Mass Cage Recycling System'''.&lt;br /&gt;
Here's a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
#Dig out a room and another room of at least the same size directly below it.&lt;br /&gt;
#In the upper room channel out 6 openings into the lower room which are spaced exactly 2 tiles away from each other.&lt;br /&gt;
#Build floor hatches and place them over all of the openings.&lt;br /&gt;
#Place one big animal stockpile over the room such that every tile in the stockpile is adjacent (orthogonally and diagonally) to one of the hatches. Disable empty cages on the stockpile.&lt;br /&gt;
#Create '''one''' large [[Activity_zone#Pit.2FPond|pit zone]] that covers '''all''' of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.&lt;br /&gt;
#Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere.&lt;br /&gt;
#See [[Mass pitting#The Pit|below]] for some suggestions on what to drop your invaders into.&lt;br /&gt;
&lt;br /&gt;
The top room should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
:{| style=&amp;quot;border-spacing: 0; margin: 0.1em&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
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:{| style=&amp;quot;margin: 0.1em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{Tile|&amp;amp;#61;|7:0:0}} is the stockpile&lt;br /&gt;
|-&lt;br /&gt;
|{{Tile|¢|0:6:0}} is a hatch cover&lt;br /&gt;
|}&lt;br /&gt;
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The bottom room can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling.&lt;br /&gt;
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Obviously you can scale up the top part with more or fewer hatch openings to get larger or smaller stockpile areas, but with six hatches you can empty out 48 cages very quickly, without spooking dwarves, which is enough for many people.&lt;br /&gt;
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Variations of this design exist, but they all use the same basic principle, that is, all hostiles must be no more than one tile away from a suitable pit. Dwarves must not be ordered to haul the hostile across any distance or else they will become startled and release the dangerous creature.&lt;br /&gt;
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==Use==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|&amp;quot;Thief&amp;quot; type creatures, flyers, or large creatures like titans will escape using this system. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.}}&lt;br /&gt;
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Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into.&lt;br /&gt;
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Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be led around.&lt;br /&gt;
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A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.&lt;br /&gt;
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==The Pit==&lt;br /&gt;
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After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction:&lt;br /&gt;
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====Drowning chamber====&lt;br /&gt;
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Fill up the room below with water and watch as the invaders drown. Requires only some buckets and a water source. May be difficult or troublesome to recover anything dropped into the waters below.  Consider a filling and draining method using floodgates bordered by fortifications. Ensure that the hatches over the openings are permamently set to forbidden, otherwise things can and will swim back into the room above resulting in [[Losing|fun]]. Dwarves will not have an issue dumping things through the forbidden hatches. &lt;br /&gt;
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EX&lt;br /&gt;
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This is a possible drowning pit where water flows through a tunnel to the right and drains out the left.  Be sure they are hooked to separate levers, and remember the fortification keeps dead things from flowing out, not live things from swimming out.  A door along the bottom of this design allows dwarfs in to loot the spoils, and or clear out any unwanted buildup of bodies ETC.&lt;br /&gt;
&lt;br /&gt;
         WWWWWWWWWWWW&lt;br /&gt;
         WooooooooooW&lt;br /&gt;
   WWWWWWWooooooooooWWWWWWWW&lt;br /&gt;
   oooooFXooooooooooXooooooo&lt;br /&gt;
   WWWWWWWooooooooooWWWWWWWW&lt;br /&gt;
         WooooooooooW&lt;br /&gt;
         WWWWWXWWWWWW&lt;br /&gt;
             WoW&lt;br /&gt;
&lt;br /&gt;
W=Wall&lt;br /&gt;
o=Floor&lt;br /&gt;
X=Floodgate&lt;br /&gt;
F=Fortification&lt;br /&gt;
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====Lava Pool====&lt;br /&gt;
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Alternatively you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials.&lt;br /&gt;
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====Empty Room====&lt;br /&gt;
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Leaving the room down below empty has it's benefits. When your melee military has nothing better to do then beating [[Cage#How_to_disarm_hostiles_in_cages|unarmed]] goblins will train fighting skills quickly. Be sure to haul off corpses before [[miasma]] begins forming.&lt;br /&gt;
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====Goblin Training====&lt;br /&gt;
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Through the use of [[trap|spike traps]], goblins can be trained in the same manner as a standard [[danger room]]. Uses for these master goblin fighters include extended target practice, an expendable military addition to be dumped on particularly nasty [[forgotten beast|forgotten beasts]], or a last resort contingency plan against non-goblin invader-induced [[fun]].&lt;br /&gt;
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====Fortifications====&lt;br /&gt;
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[[Image:Pitting_room.png|thumb|right|200px|Marksdwarf training room]]&lt;br /&gt;
By lining the pit room with fortifications you are able to safely train your marksdwarves. This provides a feasible and quick alternative to the slow process of using archery targets. By ordering your military to use [[bone]] [[bolts]] and leaving your hostiles fully armored even a small group of goblins will live to be used as target practice for months. Miasma produced during this time may give dwarves unhappy [[thoughts]]. To avoid this stagger fortifications with solid walls in such a way that diagonal gaps are between you and the rot.&lt;br /&gt;
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Remember that goblin marksmen will still be able to shoot through fortifications if they are armed sufficiently. To avoid this exclude or [[Cage#How_to_disarm_hostiles_in_cages|disarm]] them.&lt;br /&gt;
Also remember that you must keep civilians out of sight of the fortifications.  Despite blocking the pathing of the hostiles, it does not prevent civilians from canceling jobs when they see the baddies through your fortifications.&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
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====Long Term Maintenance====&lt;br /&gt;
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In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.&lt;/div&gt;</summary>
		<author><name>Niriel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Coffin&amp;diff=176299</id>
		<title>v0.34 Talk:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Coffin&amp;diff=176299"/>
		<updated>2012-08-01T11:52:00Z</updated>

		<summary type="html">&lt;p&gt;Niriel: /* Deconstructing coffin */ Signature&lt;/p&gt;
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&lt;div&gt;== Dwarven Burial Chamber ==&lt;br /&gt;
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I would like someone to explore the effects of dropping coffins containing bodies into lava.  If this works then you can have a chamber full of coffins on a drawbridge that resets when it fills up.  But I am not sure of the effects of a coffin being destroyed after it has been filled.  Obviously this isn't a good idea if ghosts still come and dwarves are still sad after the coffin is destroyed.  So if someone will check what happens and tells me I will post a design. --[[User:Mariopartyboy|Mariopartyboy]] 00:20, 7 April 2012 (UTC)&lt;br /&gt;
:Or you could try it out yourself since you already have the design! --[[User:Mirthmanor|Mirthmanor]] 01:35, 7 April 2012 (UTC)&lt;br /&gt;
:I'm interested to see this design, because it sounds as if you're trying to build coffins on top of a drawbridge, which I'm fairly certain is impossible. But as Mirthmanor said, easiest thing to do here would be to start a new fort and test it yourself. --[[User:Timrem|Timrem]] 01:50, 7 April 2012 (UTC)&lt;br /&gt;
:I would love to try it myself but I am still relatively new to the game and all of my forts enter a tantrum spiral before I can even think about building this.  As for the design,nits not so much a design as a concept.  The concept is that you have a drawbridge over magma (like the magma sea or a volcano) that you put coffins on.  When the coffins fill up you pull a lever to retract the drawbridge giving your dwarves a true Dwarven burial.  I didn't think about not being able to put coffins on draw bridges and I'm still not sure, if you can't it should still be possible to use floodgates instead, I had originally thought of using floodgates but I realized that a drawbridge was much more efficient.&lt;br /&gt;
::Coffins only contain items when they are {{k|b}}uilt, and you cannot place a building on top of another building. --[[User:Quietust|Quietust]] 15:38, 7 April 2012 (UTC)&lt;br /&gt;
:::Alternatively, you could arrange a cave-in to drop the built-and-filled coffins into the magma.  Of course it won't &amp;quot;reset&amp;quot; but would instead be a one-time thing. --[[User:Greycat|Greycat]] 22:16, 7 April 2012 (UTC)&lt;br /&gt;
::::I don't think a cavein is needed if you make all your coffins out of magma-unsafe materials. You could fill a chamber with coffins, flood it with magma until they dissolve, and then drain the magma and repeat. -- [[User:Qazmlpok|Qazmlpok]] 02:34, 8 April 2012 (UTC)&lt;br /&gt;
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== Post-mortem tomb designation ==&lt;br /&gt;
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In 34.07, I've managed to get dwarves assigned to and buried in a tomb after death, since the names still showed up on the tomb designation list, and the remains can be disinterred by deconstructing the coffin they're in. The dwarves proceeded to put them in the assigned tombs. Could someone verify this in the current version? At present the article implies that this should not be possible. [[Special:Contributions/50.33.197.200|50.33.197.200]] 03:39, 21 June 2012 (UTC)&lt;br /&gt;
:I was able to designate a ghost to be interred in a coffin I'd just built, after his death and subsequent raising. The dwarfs went directly to his bones (and teeth) and put them in the coffin, putting him to rest. This was in 34.11. [[Special:Contributions/67.248.191.73|67.248.191.73]] 00:27, 27 July 2012 (UTC)&lt;br /&gt;
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== Deconstructing coffin ==&lt;br /&gt;
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Does anyone know what happens when we deconstruct a used coffin?  I'm considering moving some tombs to a better place, but I suspect it will have nasty consequences.  I would try myself if the game would run at more than 10 fps.. [[User:Niriel|Niriel]] 11:52, 1 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Niriel</name></author>
	</entry>
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