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	<updated>2026-04-10T23:37:28Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=164727</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=164727"/>
		<updated>2012-02-23T16:53:35Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to the sum of the input products, which may drastically increase the food's value. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 [[plump helmet|plump helmets]] worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, or use all your booze as part of the ingredients, a good way to create [[fun]] in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies, and with the proper inputs and skill, your kitchen will create a stack that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=164677</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=164677"/>
		<updated>2012-02-22T21:18:20Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Underground River Irrigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
'''Irrigation''' is the process of making rocky ground suitable for [[farming]]. This is done by [[flood]]ing it with [[water]]; when the water evaporates, the tiles are labeled as &amp;quot;muddy&amp;quot;.  This is also called '''muddying''' the floor, as the dry floor tile is then a &amp;quot;muddy &amp;lt;type of stone&amp;gt; floor&amp;quot;.  Inside [[cave]]s, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build [[farm plot]]s on.  &lt;br /&gt;
&lt;br /&gt;
Once muddied, ground never needs to be re-irrigated, unless the muddying is removed by dwarven construction (see [[Irrigation#De-Irrigation|below]]).   &amp;quot;Muddied&amp;quot; tiles are not technically wet once any actual water is gone, and damp stone or soil (from nearby water sources) will not cause muddying.&lt;br /&gt;
&lt;br /&gt;
There are several methods for getting the water onto (and then off of) the floor tiles.  Dwarf Fortress uses reasonably-realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1/7s, so it will evaporate to muddy. Usually it can't be avoided that part of the section will be flooded with higher levels, but water will disperse and eventually evaporate. If the water level gets too high and no 1/7 tiles exist (or not for long, replaced by shifting 2/7 tiles), the water will not evaporate. &lt;br /&gt;
&lt;br /&gt;
[[Smooth]]ed floors that are muddied will remain smooth, however if/when [[shrub]]s or [[tower-cap]]s grow, that tile will then revert to a rough stone floor tile.  Constructed floors that have been muddied will not prevent the growth of shrubs or tower-caps.&lt;br /&gt;
&lt;br /&gt;
==Indoor/Underground Irrigation ==&lt;br /&gt;
&lt;br /&gt;
=== Dryland Farming: farming without irrigation ===&lt;br /&gt;
Some locations have layers of [[soil]]* more than one z-levels thick. It is not necessary to irrigate soil in order to grow crops on soil; it is possible to build a farm plot for the dwarven crops such as [[plump helmet]]s directly on any underground soil tiles. This method obviates the need for irrigation entirely, so is recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
(* Note: ''Any'' type of [[soil]] is the same for this purpose in Dwarf Fortress, so you can build farm plots on sand, mud, clay, whatever.)&lt;br /&gt;
&lt;br /&gt;
Once an underground river is discovered, [[Tower-cap]]s and bushes will ''also'' grow on any unimproved (i.e., non-irrigated, non-farm plot) underground soil. Irrigating is recommended for improving tower-cap farms. &lt;br /&gt;
&lt;br /&gt;
=== Pump Irrigation ===&lt;br /&gt;
[[Stone]] floors can be irrigated conveniently from a water source on the level below, by use of a [[screw pump]].  Simply dig a channel to access the water on z-1, install a pump and set to Start Pump Manually ({{k|q}} + {{k|Enter}}). Any dwarf with the 'Pump Operating' duty active will quickly pump enough water to irrigate a large area (so rapidly that irrigating other rooms becomes a concern!). This can be improved by installing a second pump to draw water out of the room, allowing you to rapidly drain the room in the event of over-filling, or by other creative designs. &lt;br /&gt;
&lt;br /&gt;
=== Pond Irrigation ===&lt;br /&gt;
Dig a channel tile down from a tunnel, preferably near a well or other water source, and dig a farm room below (and preferably around) the channel tile on the lower level. Create a [[zone]] on the channel tile above, and make it a pond. Your dwarves will automatically attempt to fill it with water carried in buckets. As they dump water in, it will muddy the floor on the lower level, spreading out to surrounding tiles once the second bucket load drops. After it has been sufficiently muddied, disable or remove the pond zone. Since dwarves can build farm plots in 1 unit deep water, you can place your plot right away once all desired tiles are covered.&lt;br /&gt;
&lt;br /&gt;
Due to the low demand in infrastructure, items and water management, this is one of the fastest and the safest way to irrigate a floor. Dwarves carry 1/7 unit of water per trip. It's slower if the water source is far away, but still very manageable compared to digging an aqueduct and building floodgates or even pumps.&lt;br /&gt;
&lt;br /&gt;
If you need to irrigate a larger area, larger than 3x3 - depending on distance to the water source - you may need to dig several channel tiles. The method also works great with constructed staircases for creating outdoor farm plots where there's an occasional stone in the ground.&lt;br /&gt;
&lt;br /&gt;
NOTE: Digging a ramp or channel down from the surface will label the tile below as &amp;quot;Outside&amp;quot;. This means that underground plants will not grow there.&lt;br /&gt;
&lt;br /&gt;
=== Wave Irrigation ===&lt;br /&gt;
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. One favored method of achieving this is building a farm room under a beach and making a hole in its roof, closeable with a hatch, to let waves in.  Alternately, water is desalinated by pumping, so pumping it to your farming room will work if the water does not pass through an aquifer.&lt;br /&gt;
&lt;br /&gt;
== Outdoor Irrigation ==&lt;br /&gt;
&lt;br /&gt;
===Without Irrigation===&lt;br /&gt;
As above, a farm plot built on any soil tile marked [[Tile_attributes|Above Ground]] can be used to grow outdoor crops such as [[whip vine]] without irrigation.&lt;br /&gt;
&lt;br /&gt;
===With Irrigation===&lt;br /&gt;
Outdoor irrigation of rocky locations is possible using similar techniques; you may have to construct walls to make water channels, pumps to get it out of rivers, and/or stairs up to pour water down on top of a pond zone. This will serve to make muddy tiles suitable for a farm plot; however, be warned -- in mountain [[biome|biomes]] (where you are most likely to feel the need to irrigate outdoors), no outdoor seeds will grow in rocky locations anyway. (The specific message is, &amp;quot;No seeds available for this location&amp;quot;). However, these techniques do work just fine for muddying individual rocky tiles breaking up your farm in a non-mountain [[biome]].&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;outdoor&amp;quot; plot can be built on indoor soil by opening up the ceiling, and optionally flooring it over again. Placing a floor above the plot will not prevent planting from occurring.&lt;br /&gt;
&lt;br /&gt;
== De-Irrigation ==&lt;br /&gt;
Muddy stone can be cleaned by building furniture (such as a [[bed]] or [[statue]]) or a paved [[road]] on top of it. Muddy soil can also be cleaned up by building a dirt road on top of it.&lt;br /&gt;
&lt;br /&gt;
==Design Examples==&lt;br /&gt;
&lt;br /&gt;
=== Easy Irrigation ===&lt;br /&gt;
&lt;br /&gt;
# {{K|d}}ig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt passage and the water.&lt;br /&gt;
# Dig a passage from the plot towards lower ground or a pit, to serve as a water drain ''(this stage is not 100% necessary, but means you don't have to worry about having too much water and so is recommended)''.&lt;br /&gt;
# Build a [[floodgate]], and three [[mechanism]]s. (If you're worried about delay, use [[door]]s instead of floodgates.&lt;br /&gt;
# Place the floodgate in the passage. The idea is that it'll block the water from coming through when it's closed.&lt;br /&gt;
# Build a [[lever]] and link it to the floodgate.&lt;br /&gt;
# If you are building a drain, follow steps 3-5 again and place the second floodgate at the entrance to the drainage channel, linked to the second lever.&lt;br /&gt;
# {{K|P}}ull the first lever so the gate opens.&lt;br /&gt;
# Send a miner to dig that last wall keeping the water from rushing in.&lt;br /&gt;
#: Alternatively, have the miner dig a [[channel]] ({{K|d}},{{K|h}}) on that last wall from the Z-level above. This is much safer, since the miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Use the first lever to close the channel once you've got enough water to spread over the area. If you have a drain, you can now let any excess drain off using your second lever.&lt;br /&gt;
# The water should now cover (or have covered) 1/7 of each tile.&lt;br /&gt;
# Wait for the water to evaporate and/or drain off (Dwarves can built farm plots in 1/7 water, so you don't need to wait).&lt;br /&gt;
# Enjoy your newly irrigated land.&lt;br /&gt;
&lt;br /&gt;
===Easier, safer irrigation===&lt;br /&gt;
&lt;br /&gt;
Here's a relatively safe and simple irrigation plan.  As shown it's set up for an underground [[tower-cap]] farm, but can easily be adapted to any level, surface or deep underground.  &lt;br /&gt;
&lt;br /&gt;
This is a passive system - it's never connected to the river, so it won't do anything unless manned by a dwarf, and it doesn't need any levers or floodgates to work - or to ''stop'' working.  Unless you forget about it, no [[flood]]ing should occur - and even if you do and it does, it's foolproof to stop.&lt;br /&gt;
&lt;br /&gt;
Dig a tunnel from ''next to'' your river (don't breach!) to roughly the ''middle'' of your future TC farm, and up to it.  2-3 tiles wide should provide a good, controlled rate of flow from one pump, and ramps or stairs work fine for connecting levels.  &lt;br /&gt;
&lt;br /&gt;
Now, the trick is to use a pump on the surface level to provide the water, the pressure, and the control.  Build your pump next to the river - (if it's a [[brook]] you'll have to channel 1 tile of the brook for the inflow - don't breach the tunnel!).  For the outflow, build a retaining wall around the start of your irrigation tunnel. &lt;br /&gt;
&lt;br /&gt;
It will look something like this:&lt;br /&gt;
                                            &lt;br /&gt;
 surface level      __   xX(   )__________________________________ &lt;br /&gt;
 river water level    &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;   |_|== |            ____TC_   _Farm____ &lt;br /&gt;
 water -1                       |_|===================|_|          &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;       &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; = river/brook*&amp;lt;br /&amp;gt;        xX  = pump ''(pumps from left, from west in this diagram)''&lt;br /&gt;
       (  ) = small walled retaining area on surface, to contain outflow of pump.&lt;br /&gt;
        |_| = channels, ramps, and/or stairs up to next level&lt;br /&gt;
        === = underground tunnel for water flow&lt;br /&gt;
&lt;br /&gt;
:''(* This can work from a [[murky pool]], but that is not an infinite source of water.  Plan accordingly.)''&lt;br /&gt;
&lt;br /&gt;
Order the pump to &amp;quot;start pump(ing) manually&amp;quot; ({{k|q}} + {{k|Enter}}), a dwarf will respond, the retaining wall will try to fill but will drain down, the tunnel will fill, and the water will start welling up out of the far end.&lt;br /&gt;
&lt;br /&gt;
When at least 1/7 depth has covered ''almost'' the entire area ''(yes, you have to keep half an eye on it, so '''you''' are the sole point of failure!)'', go to the pump and tell it to stop pumping - order it deconstructed and then cancel that, and/or {{k|A}}ctivating the dwarf will do fine and be immediate, no lag.&lt;br /&gt;
&lt;br /&gt;
The water settles out and [[evaporation]] begins immediately.  You can then seal up the tunnel or ignore it as you choose (even if you later, accidentally, breach the river/brook, the u-bend won't cause flooding if the irrigation is on the same level, as shown above.)&lt;br /&gt;
&lt;br /&gt;
If the layout of your underground rooms prevents a one-level tunnel, you can easily drop it down additional levels - it's the difference between the inflow and outflow that matters.  Avoid single-diagonal paths - keeping the tunnel 2-3 wide will always provides pressure and flow.&lt;br /&gt;
&lt;br /&gt;
One drawback is that the lower tunnel will stay full of water, which can be a small problem if you ever, later wish to expand the tunnel for other purposes. One or more drawbridges, acting to block the passage, will allow you to seal it later for easier expansion projects, and, if your first effort, is a good safe opportunity to practice in a non-critical situation. (See also: [[fun]].)&lt;br /&gt;
&lt;br /&gt;
=== Reservoir Irrigation ===&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber about 7 times as large as the reservoir. A reservoir of 12 tiles, for instance, can water a 70 tile chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
The reservoir may be built above the plot to be irrigated with a [[hatch]] or [[bridge]] in the floor, to one side using floodgates, or below and [[pump]]ed upwards. Note that [[Bridge|bridges]], in their default state, will block water from falling between levels. The large surface area you can get this way can make the water spread over your farm area much faster than by using floodgates.&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve the same result using a natural pond as the water reservoir. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
===== Worked Example =====&lt;br /&gt;
&lt;br /&gt;
To create this irrigation system, you need: [[Image:Tree_farm.png|right]] &amp;lt;!-- GreyMario sez: Had to play around with the placement for this image. This looks like the best spot for it, as it doesn't interrupt the Wood FAQ. --&amp;gt; &amp;lt;!-- Fastjack's comment: You got a problem with this system after cave-ins are reinstated --&amp;gt; &amp;lt;!-- GreyMario: Oh, right. Okay. It won't be too hard to modify that design, though. Water can flow through supports IIRC. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A large growing room.&lt;br /&gt;
:*The large room can be any size. (For this example, we will use a 24 by 24 size room.)&lt;br /&gt;
* An adjacent smaller filling room that will be filled with exactly the right amount of water.&lt;br /&gt;
:*To calculate the size of this room, see below.&lt;br /&gt;
* A water supply line such as a tube leading to a water source. &lt;br /&gt;
* Lever-controlled [[door]]s or floodgates connecting the large room to the smaller one, and the smaller one to the water supply. Doors are preferred as you don't need levers for your [[dwarf]] to pass. (However, if you're paranoid or your dwarves are particularly dumb, you might want to lever them anyways. The creator of this method ([[User:GreyMario|GreyMario]]) recommends using doors because they have no delay when triggered.)&lt;br /&gt;
&lt;br /&gt;
'''Calculating Room Size'''&lt;br /&gt;
&lt;br /&gt;
There are 576 (24²) floor tiles in the large room (L). The small room (S) must hold enough water to cover the large room, the small room, and the space occupied by the door(s) (D) in between with 1 unit of water. Each tile of the small room can hold 7 units of water, so:&lt;br /&gt;
&lt;br /&gt;
S = (L + S + D) / 7&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
S = (L + D) / 6&lt;br /&gt;
&lt;br /&gt;
577/6 = 96 1/6; rounding up, this gives 97. This is the number of floor tiles in the smaller room: a 9X10 room with 7 extra tiles. Be aware, however, that if you make your &amp;quot;large&amp;quot; room ''too'' large, some of the water from the &amp;quot;small&amp;quot; room will [[evaporate]] before reaching the other end, and you will not have enough [[water]] to coat the floor. This behavior was observed in a room of 42X35 tiles.&lt;br /&gt;
&lt;br /&gt;
Now, get digging. The water supply connects to the smaller filling room by a 1-tile hole where a door or [[floodgate]] will go. The filling room connects to the growing room the same way, and the growing room needs a door too. Remember to have the [[door|doors]] in place before breaching the water source and flooding the water supply line!&lt;br /&gt;
&lt;br /&gt;
When you do breach the water source, immediately forbid the first door your miner runs through (see, this is why we use doors), which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three separate [[lever|levers]] and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the [[farm]] and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. At this time, plant your farms and begin the wait until they yield products.&lt;br /&gt;
&lt;br /&gt;
=== Underground River Irrigation ===&lt;br /&gt;
Underground rivers are often what makes living in freezing climates possible, because they don't freeze over. Its very easy to tap one if you know what you're doing.  Once you've located it, pick out a good spot for your farm room and dig it out.  Make sure you're on the same level as the water; that is, where the actual water is located, not where the 'Open Space' is.  Channel out one tile in the farm room and replace it with a floor hatch.  Dig a narrow tunnel to the underground river and put a wall grate and a floodgate in it.  Link the floodgate and hatch to seperate levers.  Dig one level down and dig a drainage shaft from the tile below the hatch to the point where the river 'drops'; you'll see a 5x5 area of 'Open Space'. When you are ready, dig a small tunnel and channel out the floor so you breach the river below and send it into your grate and floodgate.  Open the floodgate to water your crops, close it when you're done and open the hatch to drain.&lt;br /&gt;
&lt;br /&gt;
NOTE: The grate is necessary to filter out nasty creatures that might otherwise come in with the water.  Keep in mind that a wall grate can be destroyed by a swimming building destroyer, so you may want to keep the floodgate in front of it closed when water is not needed.&lt;br /&gt;
&lt;br /&gt;
An easier method is to find a location where the cave river falls for more than three z levels and simply build a screw pump to suck the falling water from midair. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;- Empty room which will be used to farm.&lt;br /&gt;
##╬%╬## &amp;lt;- Screw pump with doors on each side to keep the water from possibly washing the pumping dwarf into the river.&lt;br /&gt;
###%###&lt;br /&gt;
##~~~## &amp;lt;-- Water is falling here.&lt;br /&gt;
#     #&lt;br /&gt;
#     #&lt;br /&gt;
#     #&lt;br /&gt;
##   ##&lt;br /&gt;
#######&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Further Testing ==&lt;br /&gt;
&lt;br /&gt;
The type of rock is changed (at least in v0.28.181.40d) - perhaps to that of the rock wall below? What if there is no rock wall below?&lt;br /&gt;
&lt;br /&gt;
*it would seem this only affects the non-native stone of a layer, and changes it into the native stone, it definitely does not turn it into the rock type in the layer beneath if it is another non-native stone.  (non-native means stone like orthoclase or microcline)&lt;br /&gt;
&lt;br /&gt;
{{Category|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=164675</id>
		<title>40d:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=164675"/>
		<updated>2012-02-22T20:42:44Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Growing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Wood''' is produced by {{Key|d}}[[designation|esignating]] {{Key|t}}[[tree|rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Fall.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Saplings will randomly appear in appropriate outdoors [[soil]] to provide a slow (but steady) supply of wood. If you have [[revealed tile|discovered]] a [[underground pool|cave pool]] or [[cave river]], certain (muddy/muddied) areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood.  You can also muddy soil similar to preparing it for farming and leave it unattended for a chance at growth. Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees and [[tower-cap]]s, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]].  The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three [[tower-cap]] logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build [[bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[water wheel]]s and [[windmill]]s, as well as [[axle]]s&lt;br /&gt;
**Without wood, you cannot generate ''or'' transfer [[power]].&lt;br /&gt;
*To build [[siege engine]]s and ballista bolts&lt;br /&gt;
**These can be very effective defenses when traps fail.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one obsidian stone and one wood each (these swords likely consist of a thin wooden &amp;quot;paddle&amp;quot; with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).&lt;br /&gt;
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed.  Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using [[magma]] to fuel your [[smelter]]s and [[forge]]s and have access to [[bituminous coal]] and [[lignite]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin]], [[barrel]], [[bucket]], or [[cage]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[charcoal]] and [[ash]], which are important ingredients in other tasks such as smelting ore, forging metal items, glass making, fertilizer for crops, and other uses.&lt;br /&gt;
*All metalworks ([[smelter]]s, [[forge]]s) and [[glass]]works are either coal-fueled or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need a lot of wood, or [[magma]] (and [[charcoal]] or [[coal]] for [[steel]]).&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.&lt;br /&gt;
*If you have [[magma]] then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce [[charcoal]] for [[steel]].  If you have both, you don't need wood to produce metal or steel products.&lt;br /&gt;
**([[Bituminous coal]] ''without'' magma triples the effective output of wood, [[lignite]] doubles it.)&lt;br /&gt;
*You can supplement your wood supply to a small degree via [[trading]].&lt;br /&gt;
*If you're lucky enough to play in an area with an [[underground pool]] or [[underground river]] then you can grow your own wood supply underground with [[tower-cap]]s.&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
Every different type of log (chestnut, ash, maple, tower-cap, etc.) is functionally identical except for their weight.  The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is extremely light, with a density of 100, and glumprong wood is the heaviest, with a density of 1200.  However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate]] forest&lt;br /&gt;
*[[Tropical forest]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Flatland]]&lt;br /&gt;
*[[Swamp]]&lt;br /&gt;
*[[Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=164652</id>
		<title>v0.31:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=164652"/>
		<updated>2012-02-22T17:41:34Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Drowning chamber */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:11, 28 April 2011 (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|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;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
&lt;br /&gt;
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on it's construction:&lt;br /&gt;
&lt;br /&gt;
====Drowning chamber====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
EX&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Lava Pool====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Empty Room====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
{{Category|Buildings}}&lt;br /&gt;
&lt;br /&gt;
====Long Term Maintenance====&lt;br /&gt;
&lt;br /&gt;
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>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=164651</id>
		<title>v0.31:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=164651"/>
		<updated>2012-02-22T17:40:39Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Drowning chamber */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:11, 28 April 2011 (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|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;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
:{| 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
&lt;br /&gt;
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on it's construction:&lt;br /&gt;
&lt;br /&gt;
====Drowning chamber====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
EX&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Lava Pool====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Empty Room====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
{{Category|Buildings}}&lt;br /&gt;
&lt;br /&gt;
====Long Term Maintenance====&lt;br /&gt;
&lt;br /&gt;
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>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=164649</id>
		<title>v0.31:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=164649"/>
		<updated>2012-02-22T17:32:07Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* The Pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:11, 28 April 2011 (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|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;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
:{| 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
&lt;br /&gt;
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on it's construction:&lt;br /&gt;
&lt;br /&gt;
====Drowning chamber====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Lava Pool====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Empty Room====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
{{Category|Buildings}}&lt;br /&gt;
&lt;br /&gt;
====Long Term Maintenance====&lt;br /&gt;
&lt;br /&gt;
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>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=164543</id>
		<title>v0.31:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=164543"/>
		<updated>2012-02-21T20:50:00Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Science on Ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buggy}}&lt;br /&gt;
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a '''ghost'''.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Even babies can become ghosts and there are current&amp;lt;sup&amp;gt;v31.18&amp;lt;/sup&amp;gt; reports that ghosts can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up] and even [http://www.bay12forums.com/smf/index.php?topic=75255.15 die of old age].&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven Atom Smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock [[slab|slabs]] in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities will in large part be determined by the nature of its death. The following table summarizes the different types of ghosts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Troubled life history.&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|&amp;quot;Accidental&amp;quot; death&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle. For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest. Alternatively, if the body is unavailable for burial (due to danger ETC), a slab (mason workshop) may be carved into a memorial (crafts workshop) and built to put the spirit to rest.  Burial in a coffin is generally a much less time consuming process due to the fewer number of steps and the fact that it potentially removes a body from somewhere unwanted in or around your fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}&lt;/div&gt;</summary>
		<author><name>Pho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=164542</id>
		<title>v0.31:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=164542"/>
		<updated>2012-02-21T20:49:16Z</updated>

		<summary type="html">&lt;p&gt;Pho: /* Science on Ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buggy}}&lt;br /&gt;
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a '''ghost'''.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Even babies can become ghosts and there are current&amp;lt;sup&amp;gt;v31.18&amp;lt;/sup&amp;gt; reports that ghosts can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up] and even [http://www.bay12forums.com/smf/index.php?topic=75255.15 die of old age].&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven Atom Smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock [[slab|slabs]] in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities will in large part be determined by the nature of its death. The following table summarizes the different types of ghosts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Troubled life history.&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|&amp;quot;Accidental&amp;quot; death&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle. For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest. Alternatively, if the body is unavailable for burial (due to danger ETC), a slab (mason workshop) may be carved into a memorial (crafts workshop) and built to put the spirit to rest.  Burial in a coffin is general a much less time consuming process due to the fewer number of steps and the fact that it potentially removes a body from somewhere unwanted in or around your fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}&lt;/div&gt;</summary>
		<author><name>Pho</name></author>
	</entry>
</feed>