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	<updated>2026-07-26T07:46:12Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303284</id>
		<title>23a:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303284"/>
		<updated>2024-08-26T14:43:03Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: added steel as material to protect form hot creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:50, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' allow dwarves, traders, and their cargo to travel over terrain that would normally be impassable. Bridges can be placed over [[river]]s and other water (as well as the ice sheet in some freezing maps), swamp tiles, [[channel]]s, [[magma]], and the [[chasm]]. They can be made of raw [[stone]], [[wood]], [[metal]] [[bar]]s, or [[block]]s of any material. The [[magma flow]] can only be bridged by a [[steel]] or [[adamantine]] bridge. However, the bridge's overall material is determined by the topmost item in the list - thus, you can use a single steel bar and four brass bars to cross the magma river, provided you made the steel bar ''first''.&lt;br /&gt;
&lt;br /&gt;
Rising bridges towards north and south can be constructed on chasm, river, and magma flow as wall for safety, but east and west cannot.&lt;br /&gt;
&lt;br /&gt;
Bridges built within the mountain can be attached to [[lever]]s or [[pressure plate]]s and made to retract or raise. These can be used either to deny passage to enemies, or to kill them: a drawbridge lowered on any creature will kill it instantly. Moats (built from channels/[[pond]]s) and &amp;quot;Trojan Horse&amp;quot; entrances spanned by a bridge are both very effective forms of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Bridge construction requires [[Architecture]] and a dwarf with the appropriate [[labor]] enabled ([[Masonry]], [[Carpentry]], or [[Metalsmithing]]), depending on the material that is used.&lt;br /&gt;
&lt;br /&gt;
[[File:Tantruming dwarf deconstructed a bridge for his own demise..gif|thumb|Tantruming dwarf deconstructed a bridge for his own demise.]]&lt;br /&gt;
&lt;br /&gt;
Bridge can be deconstructed by tantruming dwarf and cause more pathing issues if alternative bridge has not been made.&lt;br /&gt;
&lt;br /&gt;
Bridge can also be melted by hot creature if they able to reach it's melting point, steel has higher melting point compared to most materials.&lt;br /&gt;
&lt;br /&gt;
==Types of bridges==&lt;br /&gt;
&lt;br /&gt;
When a bridge is placed outdoors, it is just an ordinary bridge, and cannot be assigned any special types. When built underground, however, a bridge can be either retracting or raising, like a drawbridge. Retracting bridges can be built without the need for an open area on the other side, while raisable bridges can crush anything they are lowered over, and will form a sturdy blockade against flying or aquatic assault while raised. In either case, the bridge must be linked up to some form of a trigger via [[mechanism]]s for it to move; normally, this would be either a [[lever]] or a [[pressure plate]]. When placing a bridge, press {{K|w}}, {{K|a}}, {{K|x}}, or {{K|d}} for a drawbridge in one of the four cardinal directions, or {{K|s}} for a retracting bridge (the default). The direction that a bridge raises can be slightly confusing: If a bridge raises to the left, then it forms a wall on the left side when raised, and when lowered it will squash anything to the right.&lt;br /&gt;
&lt;br /&gt;
Even if a bridge is raised or retracted, you can not place ({{K|b}}uild) anything else in the space the bridge normally occupies. So a pressure plate to lower a bridge onto enemies can't be placed underneath the bridge area itself. You can build bridges over channels (for instance, to span a moat), but only after the channel has been filled with water from a river at least once and no longer registers as an actual building to the {{K|q}} command. You cannot build a channel beneath a bridge after the bridge has been built.&lt;br /&gt;
&lt;br /&gt;
===Bridges as traps/weapons===&lt;br /&gt;
&lt;br /&gt;
Any [[creature]] (including dwarves) caught under a drawbridge when it lowers will be killed instantly. The creature will completely disappear, leaving neither a corpse nor any of its gear, giving it the nickname &amp;quot;[[Dwarven atom smasher]]&amp;quot;. Creatures caught on top of a drawbridge when it raises will be sent flying through the air, much like a catapult stone. In the words of [[Main:Toady One|Toady One]], &amp;quot;The relevant function in the code is called &amp;lt;code&amp;gt;flingify()&amp;lt;/code&amp;gt;.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=15623.msg147256#msg147256]&lt;br /&gt;
&lt;br /&gt;
Note that bridges built outside the mountain cannot be linked to levers to be used as goblin smashers.&lt;br /&gt;
&lt;br /&gt;
==Bridge sizes==&lt;br /&gt;
&lt;br /&gt;
When building a bridge, you can select a number of pieces of material. Each piece of material increases the number of squares the bridge can occupy, up to a limit of 10 squares in width or height.&lt;br /&gt;
&lt;br /&gt;
For raw stone, stone or glass blocks, and wooden logs:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 4 - 1 &lt;br /&gt;
 if the number of material is 1 = 3 tiles = 1x3!!, 2x1, 3x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 2 = 7 tiles = 1x7!!, 2x3, 3x2, 4x1, 5x1, 6x1, 7x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 3 = 11 tiles = 1x10, 2x5, 3x3, 4x4, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 4 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 5 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 6 = 23 tiles = 2x10, 3x7, 4x5, 5x4, 6x3, 7x3 ,8x2, 9x2, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 7 = 27 tiles = 3x9!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 8 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 9 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4 , 9x3 , 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 10 = 39 tiles = 4x9, ,5x7 ,6x6, 7x5, 8x4, 9x4, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 11 = 43 tiles = 4x10, 5x8 ,6x7, 7x6, 8x5, 9x4, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 12 = 47 tiles = 5x9 ,6x7, 7x6, 8x5, 9x5, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 13 = 51 tiles = 5x10 ,6x8, 7x7, 8x6, 9x5, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 14 = 55 tiles = 6x9, 7x7, 8x6, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 15 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 16 = 63 tiles = 6x10, 7x9!!, 8x7, 9x7!!, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 17 = 67 tiles = 7x9, 8x8, 9x7, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 18 = 71 tiles = 7x10, 8x8, 9x7, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 19 = 75 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 20 = 79 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 21 = 83 tiles = 8x10, 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 22 = 87 tiles = 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 23 = 91 tiles = 9x10, 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 24 = 95 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 25 = 99 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 26 = 103 tiles = 10x10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
!! = exact tiles are used&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For metal:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 2 - 1 &amp;lt;br&amp;gt;&lt;br /&gt;
 if the number of material is 1 = 1 tiles = 1x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 2 = 3 tiles = 1x3!!, 2x1, 3x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 3 = 5 tiles = 1x5!!, 2x1, 3x1, 4x1, 5x1!!  &lt;br /&gt;
&amp;lt;br&amp;gt;| 4 = 7 tiles = 1x7!!, 2x2, 3x2, 4x1, 5x1, 6x1, 7x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 5 = 9 tiles = 1x9!!, 2x4, 3x3!!, 4x2, 5x1, 6x1, 7x1, 8x1, 9x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 6 = 11 tiles = 1x10, 2x5, 3x3, 4x2, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 7 = 13 tiles = 2x6, 3x4, 4x3, 5x2, 6x2, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 8 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1  &lt;br /&gt;
&amp;lt;br&amp;gt;| 9 = 17 tiles = 2x8, 3x5, 4x4, 5x3, 6x2, 7x2, 8x2, 9x1, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 10 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 11 = 21 tiles = 2x10, 3x7!!, 4x5, 5x4, 6x3, 7x3!!, 8x2, 9x2, 10x2  &lt;br /&gt;
&amp;lt;br&amp;gt;| 12 = 23 tiles = 3x7, 4x5, 5x4, 6x3, 7x3, 8x2, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 13 = 25 tiles = 3x8, 4x6, 5x5!!, 6x4, 7x3, 8x3, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 14 = 27 tiles = 3x9!!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!!, 10x2&lt;br /&gt;
&amp;lt;br&amp;gt;| 15 = 29 tiles = 3x9, 4x7, 5x5, 6x4, 7x4, 8x3, 9x3, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 16 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 17 = 33 tiles = 4x8, 5x6, 6x5, 7x4, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 18 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 19 = 37 tiles = 4x9, 5x7, 6x6, 7x5, 8x4,  9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 20 = 39 tiles = 4x9, 5x7, 6x6, 7x5, 8x4, 9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 21 = 41 tiles = 4x10, 5x8, 6x6, 7x5, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 22 = 43 tiles = 5x8, 6x7, 7x6, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 23 = 45 tiles = 5x9!!, 6x7, 7x6, 8x5, 9x5!!, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 24 = 47 tiles = 5x9, 6x7, 7x6, 8x5, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 25 = 49 tiles = 5x9, 6x8, 7x7!!, 8x6, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 26 = 51 tiles = 5x10, 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 27 = 53 tiles = 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 28 = 55 tiles = 6x9, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 29 = 57 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 30 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 31 = 61 tiles = 6x10, 7x8, 8x7, 9x6, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 32 = 63 tiles = 7x9!!, 8x7, 9x7!!, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 33 = 65 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 34 = 67 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 35 = 69 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 36 = 71 tiles = 7x10, 8x8, 9x7, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 37 = 73 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 38 = 75 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 39 = 77 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 40 = 79 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 41 = 81 tiles = 8x10,9x9!!, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 42 = 83 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 43 = 85 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 44 = 87 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 45 = 89 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 46 = 91 tiles = 9x10, 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 47 = 93 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 48 = 95 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 49 = 97 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 50 = 99 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 51 = 101 tiles = 10x10&lt;br /&gt;
&lt;br /&gt;
When sized and placed, the dwarves will only use the minimum amount of material needed. For example, if you want a 5x2 bridge, and select four stone blocks to build it with, the dwarves will only use three of the blocks.&lt;br /&gt;
&lt;br /&gt;
Bridges can mix material types (stone, metal, wood, etc.) and gain no benefits from using only one type of material, but the color (and material for game terms) is determined by the topmost selected material from the material selection list.&lt;br /&gt;
&lt;br /&gt;
==Known Bugs==&lt;br /&gt;
&lt;br /&gt;
Bridge construction may generate a path-finding error if a dwarf attempts to use a chosen piece of stone that is inaccessible. To work around this you can use a different kind of rock.&lt;br /&gt;
&lt;br /&gt;
Another common cause of path-finding errors is attempting to build a bridge in such a way that it would cover inaccessible loose rock or other materials that the architect would need to move out of the way. This often happens when a temporary bridge is built across the river or chasm, space is mined for the &amp;quot;real&amp;quot; bridge, and the temporary bridge is then removed. To solve this, leave the temporary bridge up until the main bridge has been fully designed by an architect.&lt;br /&gt;
&lt;br /&gt;
==Admiration==&lt;br /&gt;
&lt;br /&gt;
Bridges, along with certain other [[building]]s, may cause happy [[thought]]s for dwarves that pass by them. Comments that your dwarves may have about your bridge can escalate from fine, to great, to completely sublime. The better the bridge, the happier your dwarves. Building a bridge using smoothed blocks, metal bars, or glass blocks increases the value of the bridge making it much more likely to evoke admiration, as will using a highly skilled [[building designer]] and [[mason]] (or [[carpenter]] or [[metalsmith]], depending on the material).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303283</id>
		<title>23a:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303283"/>
		<updated>2024-08-26T14:31:58Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: Added Rising bridges as guardrail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:50, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' allow dwarves, traders, and their cargo to travel over terrain that would normally be impassable. Bridges can be placed over [[river]]s and other water (as well as the ice sheet in some freezing maps), swamp tiles, [[channel]]s, [[magma]], and the [[chasm]]. They can be made of raw [[stone]], [[wood]], [[metal]] [[bar]]s, or [[block]]s of any material. The [[magma flow]] can only be bridged by a [[steel]] or [[adamantine]] bridge. However, the bridge's overall material is determined by the topmost item in the list - thus, you can use a single steel bar and four brass bars to cross the magma river, provided you made the steel bar ''first''.&lt;br /&gt;
&lt;br /&gt;
Rising bridges towards north and south can be constructed on chasm, river, and magma flow as wall for safety, but east and west cannot.&lt;br /&gt;
&lt;br /&gt;
Bridges built within the mountain can be attached to [[lever]]s or [[pressure plate]]s and made to retract or raise. These can be used either to deny passage to enemies, or to kill them: a drawbridge lowered on any creature will kill it instantly. Moats (built from channels/[[pond]]s) and &amp;quot;Trojan Horse&amp;quot; entrances spanned by a bridge are both very effective forms of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Bridge construction requires [[Architecture]] and a dwarf with the appropriate [[labor]] enabled ([[Masonry]], [[Carpentry]], or [[Metalsmithing]]), depending on the material that is used.&lt;br /&gt;
&lt;br /&gt;
[[File:Tantruming dwarf deconstructed a bridge for his own demise..gif|thumb|Tantruming dwarf deconstructed a bridge for his own demise.]]&lt;br /&gt;
&lt;br /&gt;
Bridge can be deconstructed by tantruming dwarf and cause more pathing issues if alternative bridge has not been made.&lt;br /&gt;
&lt;br /&gt;
Bridge can also be melted by hot creature if they able to reach it's melting point.&lt;br /&gt;
&lt;br /&gt;
==Types of bridges==&lt;br /&gt;
&lt;br /&gt;
When a bridge is placed outdoors, it is just an ordinary bridge, and cannot be assigned any special types. When built underground, however, a bridge can be either retracting or raising, like a drawbridge. Retracting bridges can be built without the need for an open area on the other side, while raisable bridges can crush anything they are lowered over, and will form a sturdy blockade against flying or aquatic assault while raised. In either case, the bridge must be linked up to some form of a trigger via [[mechanism]]s for it to move; normally, this would be either a [[lever]] or a [[pressure plate]]. When placing a bridge, press {{K|w}}, {{K|a}}, {{K|x}}, or {{K|d}} for a drawbridge in one of the four cardinal directions, or {{K|s}} for a retracting bridge (the default). The direction that a bridge raises can be slightly confusing: If a bridge raises to the left, then it forms a wall on the left side when raised, and when lowered it will squash anything to the right.&lt;br /&gt;
&lt;br /&gt;
Even if a bridge is raised or retracted, you can not place ({{K|b}}uild) anything else in the space the bridge normally occupies. So a pressure plate to lower a bridge onto enemies can't be placed underneath the bridge area itself. You can build bridges over channels (for instance, to span a moat), but only after the channel has been filled with water from a river at least once and no longer registers as an actual building to the {{K|q}} command. You cannot build a channel beneath a bridge after the bridge has been built.&lt;br /&gt;
&lt;br /&gt;
===Bridges as traps/weapons===&lt;br /&gt;
&lt;br /&gt;
Any [[creature]] (including dwarves) caught under a drawbridge when it lowers will be killed instantly. The creature will completely disappear, leaving neither a corpse nor any of its gear, giving it the nickname &amp;quot;[[Dwarven atom smasher]]&amp;quot;. Creatures caught on top of a drawbridge when it raises will be sent flying through the air, much like a catapult stone. In the words of [[Main:Toady One|Toady One]], &amp;quot;The relevant function in the code is called &amp;lt;code&amp;gt;flingify()&amp;lt;/code&amp;gt;.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=15623.msg147256#msg147256]&lt;br /&gt;
&lt;br /&gt;
Note that bridges built outside the mountain cannot be linked to levers to be used as goblin smashers.&lt;br /&gt;
&lt;br /&gt;
==Bridge sizes==&lt;br /&gt;
&lt;br /&gt;
When building a bridge, you can select a number of pieces of material. Each piece of material increases the number of squares the bridge can occupy, up to a limit of 10 squares in width or height.&lt;br /&gt;
&lt;br /&gt;
For raw stone, stone or glass blocks, and wooden logs:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 4 - 1 &lt;br /&gt;
 if the number of material is 1 = 3 tiles = 1x3!!, 2x1, 3x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 2 = 7 tiles = 1x7!!, 2x3, 3x2, 4x1, 5x1, 6x1, 7x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 3 = 11 tiles = 1x10, 2x5, 3x3, 4x4, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 4 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 5 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 6 = 23 tiles = 2x10, 3x7, 4x5, 5x4, 6x3, 7x3 ,8x2, 9x2, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 7 = 27 tiles = 3x9!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 8 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 9 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4 , 9x3 , 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 10 = 39 tiles = 4x9, ,5x7 ,6x6, 7x5, 8x4, 9x4, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 11 = 43 tiles = 4x10, 5x8 ,6x7, 7x6, 8x5, 9x4, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 12 = 47 tiles = 5x9 ,6x7, 7x6, 8x5, 9x5, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 13 = 51 tiles = 5x10 ,6x8, 7x7, 8x6, 9x5, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 14 = 55 tiles = 6x9, 7x7, 8x6, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 15 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 16 = 63 tiles = 6x10, 7x9!!, 8x7, 9x7!!, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 17 = 67 tiles = 7x9, 8x8, 9x7, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 18 = 71 tiles = 7x10, 8x8, 9x7, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 19 = 75 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 20 = 79 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 21 = 83 tiles = 8x10, 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 22 = 87 tiles = 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 23 = 91 tiles = 9x10, 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 24 = 95 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 25 = 99 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 26 = 103 tiles = 10x10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
!! = exact tiles are used&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For metal:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 2 - 1 &amp;lt;br&amp;gt;&lt;br /&gt;
 if the number of material is 1 = 1 tiles = 1x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 2 = 3 tiles = 1x3!!, 2x1, 3x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 3 = 5 tiles = 1x5!!, 2x1, 3x1, 4x1, 5x1!!  &lt;br /&gt;
&amp;lt;br&amp;gt;| 4 = 7 tiles = 1x7!!, 2x2, 3x2, 4x1, 5x1, 6x1, 7x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 5 = 9 tiles = 1x9!!, 2x4, 3x3!!, 4x2, 5x1, 6x1, 7x1, 8x1, 9x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 6 = 11 tiles = 1x10, 2x5, 3x3, 4x2, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 7 = 13 tiles = 2x6, 3x4, 4x3, 5x2, 6x2, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 8 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1  &lt;br /&gt;
&amp;lt;br&amp;gt;| 9 = 17 tiles = 2x8, 3x5, 4x4, 5x3, 6x2, 7x2, 8x2, 9x1, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 10 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 11 = 21 tiles = 2x10, 3x7!!, 4x5, 5x4, 6x3, 7x3!!, 8x2, 9x2, 10x2  &lt;br /&gt;
&amp;lt;br&amp;gt;| 12 = 23 tiles = 3x7, 4x5, 5x4, 6x3, 7x3, 8x2, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 13 = 25 tiles = 3x8, 4x6, 5x5!!, 6x4, 7x3, 8x3, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 14 = 27 tiles = 3x9!!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!!, 10x2&lt;br /&gt;
&amp;lt;br&amp;gt;| 15 = 29 tiles = 3x9, 4x7, 5x5, 6x4, 7x4, 8x3, 9x3, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 16 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 17 = 33 tiles = 4x8, 5x6, 6x5, 7x4, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 18 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 19 = 37 tiles = 4x9, 5x7, 6x6, 7x5, 8x4,  9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 20 = 39 tiles = 4x9, 5x7, 6x6, 7x5, 8x4, 9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 21 = 41 tiles = 4x10, 5x8, 6x6, 7x5, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 22 = 43 tiles = 5x8, 6x7, 7x6, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 23 = 45 tiles = 5x9!!, 6x7, 7x6, 8x5, 9x5!!, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 24 = 47 tiles = 5x9, 6x7, 7x6, 8x5, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 25 = 49 tiles = 5x9, 6x8, 7x7!!, 8x6, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 26 = 51 tiles = 5x10, 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 27 = 53 tiles = 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 28 = 55 tiles = 6x9, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 29 = 57 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 30 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 31 = 61 tiles = 6x10, 7x8, 8x7, 9x6, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 32 = 63 tiles = 7x9!!, 8x7, 9x7!!, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 33 = 65 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 34 = 67 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 35 = 69 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 36 = 71 tiles = 7x10, 8x8, 9x7, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 37 = 73 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 38 = 75 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 39 = 77 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 40 = 79 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 41 = 81 tiles = 8x10,9x9!!, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 42 = 83 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 43 = 85 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 44 = 87 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 45 = 89 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 46 = 91 tiles = 9x10, 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 47 = 93 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 48 = 95 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 49 = 97 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 50 = 99 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 51 = 101 tiles = 10x10&lt;br /&gt;
&lt;br /&gt;
When sized and placed, the dwarves will only use the minimum amount of material needed. For example, if you want a 5x2 bridge, and select four stone blocks to build it with, the dwarves will only use three of the blocks.&lt;br /&gt;
&lt;br /&gt;
Bridges can mix material types (stone, metal, wood, etc.) and gain no benefits from using only one type of material, but the color (and material for game terms) is determined by the topmost selected material from the material selection list.&lt;br /&gt;
&lt;br /&gt;
==Known Bugs==&lt;br /&gt;
&lt;br /&gt;
Bridge construction may generate a path-finding error if a dwarf attempts to use a chosen piece of stone that is inaccessible. To work around this you can use a different kind of rock.&lt;br /&gt;
&lt;br /&gt;
Another common cause of path-finding errors is attempting to build a bridge in such a way that it would cover inaccessible loose rock or other materials that the architect would need to move out of the way. This often happens when a temporary bridge is built across the river or chasm, space is mined for the &amp;quot;real&amp;quot; bridge, and the temporary bridge is then removed. To solve this, leave the temporary bridge up until the main bridge has been fully designed by an architect.&lt;br /&gt;
&lt;br /&gt;
==Admiration==&lt;br /&gt;
&lt;br /&gt;
Bridges, along with certain other [[building]]s, may cause happy [[thought]]s for dwarves that pass by them. Comments that your dwarves may have about your bridge can escalate from fine, to great, to completely sublime. The better the bridge, the happier your dwarves. Building a bridge using smoothed blocks, metal bars, or glass blocks increases the value of the bridge making it much more likely to evoke admiration, as will using a highly skilled [[building designer]] and [[mason]] (or [[carpenter]] or [[metalsmith]], depending on the material).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303282</id>
		<title>23a:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303282"/>
		<updated>2024-08-26T14:25:46Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: added possibilities of bridge collapse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:50, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' allow dwarves, traders, and their cargo to travel over terrain that would normally be impassable. Bridges can be placed over [[river]]s and other water (as well as the ice sheet in some freezing maps), swamp tiles, [[channel]]s, [[magma]], and the [[chasm]]. They can be made of raw [[stone]], [[wood]], [[metal]] [[bar]]s, or [[block]]s of any material. The [[magma flow]] can only be bridged by a [[steel]] or [[adamantine]] bridge. However, the bridge's overall material is determined by the topmost item in the list - thus, you can use a single steel bar and four brass bars to cross the magma river, provided you made the steel bar ''first''.&lt;br /&gt;
&lt;br /&gt;
Bridges built within the mountain can be attached to [[lever]]s or [[pressure plate]]s and made to retract or raise. These can be used either to deny passage to enemies, or to kill them: a drawbridge lowered on any creature will kill it instantly. Moats (built from channels/[[pond]]s) and &amp;quot;Trojan Horse&amp;quot; entrances spanned by a bridge are both very effective forms of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Bridge construction requires [[Architecture]] and a dwarf with the appropriate [[labor]] enabled ([[Masonry]], [[Carpentry]], or [[Metalsmithing]]), depending on the material that is used.&lt;br /&gt;
&lt;br /&gt;
[[File:Tantruming dwarf deconstructed a bridge for his own demise..gif|thumb|Tantruming dwarf deconstructed a bridge for his own demise.]]&lt;br /&gt;
&lt;br /&gt;
Bridge can be deconstructed by tantruming dwarf and cause more pathing issues if alternative bridge has not been made.&lt;br /&gt;
&lt;br /&gt;
Bridge can also be melted by hot creature if they able to reach it's melting point.&lt;br /&gt;
&lt;br /&gt;
==Types of bridges==&lt;br /&gt;
&lt;br /&gt;
When a bridge is placed outdoors, it is just an ordinary bridge, and cannot be assigned any special types. When built underground, however, a bridge can be either retracting or raising, like a drawbridge. Retracting bridges can be built without the need for an open area on the other side, while raisable bridges can crush anything they are lowered over, and will form a sturdy blockade against flying or aquatic assault while raised. In either case, the bridge must be linked up to some form of a trigger via [[mechanism]]s for it to move; normally, this would be either a [[lever]] or a [[pressure plate]]. When placing a bridge, press {{K|w}}, {{K|a}}, {{K|x}}, or {{K|d}} for a drawbridge in one of the four cardinal directions, or {{K|s}} for a retracting bridge (the default). The direction that a bridge raises can be slightly confusing: If a bridge raises to the left, then it forms a wall on the left side when raised, and when lowered it will squash anything to the right.&lt;br /&gt;
&lt;br /&gt;
Even if a bridge is raised or retracted, you can not place ({{K|b}}uild) anything else in the space the bridge normally occupies. So a pressure plate to lower a bridge onto enemies can't be placed underneath the bridge area itself. You can build bridges over channels (for instance, to span a moat), but only after the channel has been filled with water from a river at least once and no longer registers as an actual building to the {{K|q}} command. You cannot build a channel beneath a bridge after the bridge has been built.&lt;br /&gt;
&lt;br /&gt;
===Bridges as traps/weapons===&lt;br /&gt;
&lt;br /&gt;
Any [[creature]] (including dwarves) caught under a drawbridge when it lowers will be killed instantly. The creature will completely disappear, leaving neither a corpse nor any of its gear, giving it the nickname &amp;quot;[[Dwarven atom smasher]]&amp;quot;. Creatures caught on top of a drawbridge when it raises will be sent flying through the air, much like a catapult stone. In the words of [[Main:Toady One|Toady One]], &amp;quot;The relevant function in the code is called &amp;lt;code&amp;gt;flingify()&amp;lt;/code&amp;gt;.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=15623.msg147256#msg147256]&lt;br /&gt;
&lt;br /&gt;
Note that bridges built outside the mountain cannot be linked to levers to be used as goblin smashers.&lt;br /&gt;
&lt;br /&gt;
==Bridge sizes==&lt;br /&gt;
&lt;br /&gt;
When building a bridge, you can select a number of pieces of material. Each piece of material increases the number of squares the bridge can occupy, up to a limit of 10 squares in width or height.&lt;br /&gt;
&lt;br /&gt;
For raw stone, stone or glass blocks, and wooden logs:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 4 - 1 &lt;br /&gt;
 if the number of material is 1 = 3 tiles = 1x3!!, 2x1, 3x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 2 = 7 tiles = 1x7!!, 2x3, 3x2, 4x1, 5x1, 6x1, 7x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 3 = 11 tiles = 1x10, 2x5, 3x3, 4x4, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 4 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 5 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 6 = 23 tiles = 2x10, 3x7, 4x5, 5x4, 6x3, 7x3 ,8x2, 9x2, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 7 = 27 tiles = 3x9!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 8 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 9 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4 , 9x3 , 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 10 = 39 tiles = 4x9, ,5x7 ,6x6, 7x5, 8x4, 9x4, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 11 = 43 tiles = 4x10, 5x8 ,6x7, 7x6, 8x5, 9x4, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 12 = 47 tiles = 5x9 ,6x7, 7x6, 8x5, 9x5, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 13 = 51 tiles = 5x10 ,6x8, 7x7, 8x6, 9x5, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 14 = 55 tiles = 6x9, 7x7, 8x6, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 15 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 16 = 63 tiles = 6x10, 7x9!!, 8x7, 9x7!!, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 17 = 67 tiles = 7x9, 8x8, 9x7, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 18 = 71 tiles = 7x10, 8x8, 9x7, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 19 = 75 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 20 = 79 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 21 = 83 tiles = 8x10, 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 22 = 87 tiles = 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 23 = 91 tiles = 9x10, 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 24 = 95 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 25 = 99 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 26 = 103 tiles = 10x10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
!! = exact tiles are used&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For metal:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 2 - 1 &amp;lt;br&amp;gt;&lt;br /&gt;
 if the number of material is 1 = 1 tiles = 1x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 2 = 3 tiles = 1x3!!, 2x1, 3x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 3 = 5 tiles = 1x5!!, 2x1, 3x1, 4x1, 5x1!!  &lt;br /&gt;
&amp;lt;br&amp;gt;| 4 = 7 tiles = 1x7!!, 2x2, 3x2, 4x1, 5x1, 6x1, 7x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 5 = 9 tiles = 1x9!!, 2x4, 3x3!!, 4x2, 5x1, 6x1, 7x1, 8x1, 9x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 6 = 11 tiles = 1x10, 2x5, 3x3, 4x2, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 7 = 13 tiles = 2x6, 3x4, 4x3, 5x2, 6x2, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 8 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1  &lt;br /&gt;
&amp;lt;br&amp;gt;| 9 = 17 tiles = 2x8, 3x5, 4x4, 5x3, 6x2, 7x2, 8x2, 9x1, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 10 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 11 = 21 tiles = 2x10, 3x7!!, 4x5, 5x4, 6x3, 7x3!!, 8x2, 9x2, 10x2  &lt;br /&gt;
&amp;lt;br&amp;gt;| 12 = 23 tiles = 3x7, 4x5, 5x4, 6x3, 7x3, 8x2, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 13 = 25 tiles = 3x8, 4x6, 5x5!!, 6x4, 7x3, 8x3, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 14 = 27 tiles = 3x9!!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!!, 10x2&lt;br /&gt;
&amp;lt;br&amp;gt;| 15 = 29 tiles = 3x9, 4x7, 5x5, 6x4, 7x4, 8x3, 9x3, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 16 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 17 = 33 tiles = 4x8, 5x6, 6x5, 7x4, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 18 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 19 = 37 tiles = 4x9, 5x7, 6x6, 7x5, 8x4,  9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 20 = 39 tiles = 4x9, 5x7, 6x6, 7x5, 8x4, 9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 21 = 41 tiles = 4x10, 5x8, 6x6, 7x5, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 22 = 43 tiles = 5x8, 6x7, 7x6, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 23 = 45 tiles = 5x9!!, 6x7, 7x6, 8x5, 9x5!!, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 24 = 47 tiles = 5x9, 6x7, 7x6, 8x5, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 25 = 49 tiles = 5x9, 6x8, 7x7!!, 8x6, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 26 = 51 tiles = 5x10, 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 27 = 53 tiles = 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 28 = 55 tiles = 6x9, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 29 = 57 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 30 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 31 = 61 tiles = 6x10, 7x8, 8x7, 9x6, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 32 = 63 tiles = 7x9!!, 8x7, 9x7!!, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 33 = 65 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 34 = 67 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 35 = 69 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 36 = 71 tiles = 7x10, 8x8, 9x7, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 37 = 73 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 38 = 75 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 39 = 77 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 40 = 79 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 41 = 81 tiles = 8x10,9x9!!, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 42 = 83 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 43 = 85 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 44 = 87 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 45 = 89 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 46 = 91 tiles = 9x10, 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 47 = 93 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 48 = 95 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 49 = 97 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 50 = 99 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 51 = 101 tiles = 10x10&lt;br /&gt;
&lt;br /&gt;
When sized and placed, the dwarves will only use the minimum amount of material needed. For example, if you want a 5x2 bridge, and select four stone blocks to build it with, the dwarves will only use three of the blocks.&lt;br /&gt;
&lt;br /&gt;
Bridges can mix material types (stone, metal, wood, etc.) and gain no benefits from using only one type of material, but the color (and material for game terms) is determined by the topmost selected material from the material selection list.&lt;br /&gt;
&lt;br /&gt;
==Known Bugs==&lt;br /&gt;
&lt;br /&gt;
Bridge construction may generate a path-finding error if a dwarf attempts to use a chosen piece of stone that is inaccessible. To work around this you can use a different kind of rock.&lt;br /&gt;
&lt;br /&gt;
Another common cause of path-finding errors is attempting to build a bridge in such a way that it would cover inaccessible loose rock or other materials that the architect would need to move out of the way. This often happens when a temporary bridge is built across the river or chasm, space is mined for the &amp;quot;real&amp;quot; bridge, and the temporary bridge is then removed. To solve this, leave the temporary bridge up until the main bridge has been fully designed by an architect.&lt;br /&gt;
&lt;br /&gt;
==Admiration==&lt;br /&gt;
&lt;br /&gt;
Bridges, along with certain other [[building]]s, may cause happy [[thought]]s for dwarves that pass by them. Comments that your dwarves may have about your bridge can escalate from fine, to great, to completely sublime. The better the bridge, the happier your dwarves. Building a bridge using smoothed blocks, metal bars, or glass blocks increases the value of the bridge making it much more likely to evoke admiration, as will using a highly skilled [[building designer]] and [[mason]] (or [[carpenter]] or [[metalsmith]], depending on the material).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Tantruming_dwarf_deconstructed_a_bridge_for_his_own_demise..gif&amp;diff=303281</id>
		<title>File:Tantruming dwarf deconstructed a bridge for his own demise..gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Tantruming_dwarf_deconstructed_a_bridge_for_his_own_demise..gif&amp;diff=303281"/>
		<updated>2024-08-26T13:30:19Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tantruming dwarf deconstructed a bridge for his own demise.&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Animal_trap&amp;diff=303280</id>
		<title>23a:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Animal_trap&amp;diff=303280"/>
		<updated>2024-08-26T08:44:25Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:51, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Animal traps''' are special [[trap]]s used to catch live [[vermin]] or [[fish]] from the [[river]], ''not'' (large) land [[animal]]s. Creating an animal trap requires a dwarf with the [[trapping]] [[labor]] designated, rather than [[carpentry]] or [[metalsmithing]], despite the fact that they are constructed at a [[carpenter's workshop]] or a [[metalsmith's forge]]. You may want to build separate workshops or forges to construct animal traps if you do it large scale, for if you do not have an unoccupied dwarf with the trapping skill active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks.&lt;br /&gt;
&lt;br /&gt;
Animal traps are stored by default in [[animal stockpile]]s when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the [[Kennel]]s or by {{k|b}}uilding them as an Ani{{k|m}}al Trap.&lt;br /&gt;
&lt;br /&gt;
When used via the kennels, a dwarf with the Trapping [[labor]] enabled will pick up an animal trap and head to an area with nearby vermin, usually a food [[stockpile]]. If he finds one he will bundle the animal into the trap and drop it.  The trap will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labor enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em (which does not work). Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing [[miasma]], if the trap is not triggered first. Traps are not guaranteed to successfully capture an animal. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting. The chance of a trap successfully capturing a vermin varies based on the trap's quality - 50% for base-quality, 65% for well-crafted, 75% for finely-crafted, 85% for superior, 95% for exceptional, and 100% for masterwork.&lt;br /&gt;
&lt;br /&gt;
[[File:Cage trap on chasm tile.png|thumb|Animal trap over chasm to catch chasm vermins.]]&lt;br /&gt;
In order to catch [[cave lobster]]s, [[purring maggot]]s, or [[fire snake]]s, the animal trap must be built directly ''over'' the [[cave river]], [[chasm]], or [[magma flow]]. Normal fish cannot be captured using this method - instead, you must use the &amp;quot;capture live fish&amp;quot; command issued from the [[fishery]]. Live captured fish should be placed in a filled [[aquarium]] or [[pond]] as soon as they are caught - if they are not, they will die within about 16 days and turn into raw fish to be cleaned at a [[fishery]].&lt;br /&gt;
&lt;br /&gt;
Baiting with large gems is non-functional - the &amp;quot;bait trap&amp;quot; job will cancel due to &amp;quot;need large gem&amp;quot; whether or not you have any, and even if the bait were somehow added to the trap (e.g. via memory hacking), no creature would ever set it off. Baiting should be done with care if you have recently [[butcher]]ed any large animals, as an entire [[stack]] of meat or fish will be placed into the trap rather than just a single unit.&lt;br /&gt;
&lt;br /&gt;
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal [[cage trap]], the animal trap must be manually rebuilt and baited.&lt;br /&gt;
&lt;br /&gt;
At the moment, the most important creature to capture is the [[purring maggot]], which can be milked.&lt;br /&gt;
&lt;br /&gt;
The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. A few vermin can have substances extracted from them, and others can be tamed as pets.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}{{Category|Furniture}}{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Animal_trap&amp;diff=303279</id>
		<title>23a:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Animal_trap&amp;diff=303279"/>
		<updated>2024-08-26T08:43:40Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: added image of animal trap on chasm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:51, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Animal traps''' are special [[trap]]s used to catch live [[vermin]] or [[fish]] from the [[river]], ''not'' (large) land [[animal]]s. Creating an animal trap requires a dwarf with the [[trapping]] [[labor]] designated, rather than [[carpentry]] or [[metalsmithing]], despite the fact that they are constructed at a [[carpenter's workshop]] or a [[metalsmith's forge]]. You may want to build separate workshops or forges to construct animal traps if you do it large scale, for if you do not have an unoccupied dwarf with the trapping skill active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks.&lt;br /&gt;
&lt;br /&gt;
Animal traps are stored by default in [[animal stockpile]]s when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the [[Kennel]]s or by {{k|b}}uilding them as an Ani{{k|m}}al Trap.&lt;br /&gt;
&lt;br /&gt;
When used via the kennels, a dwarf with the Trapping [[labor]] enabled will pick up an animal trap and head to an area with nearby vermin, usually a food [[stockpile]]. If he finds one he will bundle the animal into the trap and drop it.  The trap will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labor enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em (which does not work). Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing [[miasma]], if the trap is not triggered first. Traps are not guaranteed to successfully capture an animal. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting. The chance of a trap successfully capturing a vermin varies based on the trap's quality - 50% for base-quality, 65% for well-crafted, 75% for finely-crafted, 85% for superior, 95% for exceptional, and 100% for masterwork.&lt;br /&gt;
&lt;br /&gt;
[[File:Cage trap on chasm tile.png|thumb|Cage trap over chasm to catch chasm vermins.]]&lt;br /&gt;
In order to catch [[cave lobster]]s, [[purring maggot]]s, or [[fire snake]]s, the animal trap must be built directly ''over'' the [[cave river]], [[chasm]], or [[magma flow]]. Normal fish cannot be captured using this method - instead, you must use the &amp;quot;capture live fish&amp;quot; command issued from the [[fishery]]. Live captured fish should be placed in a filled [[aquarium]] or [[pond]] as soon as they are caught - if they are not, they will die within about 16 days and turn into raw fish to be cleaned at a [[fishery]].&lt;br /&gt;
&lt;br /&gt;
Baiting with large gems is non-functional - the &amp;quot;bait trap&amp;quot; job will cancel due to &amp;quot;need large gem&amp;quot; whether or not you have any, and even if the bait were somehow added to the trap (e.g. via memory hacking), no creature would ever set it off. Baiting should be done with care if you have recently [[butcher]]ed any large animals, as an entire [[stack]] of meat or fish will be placed into the trap rather than just a single unit.&lt;br /&gt;
&lt;br /&gt;
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal [[cage trap]], the animal trap must be manually rebuilt and baited.&lt;br /&gt;
&lt;br /&gt;
At the moment, the most important creature to capture is the [[purring maggot]], which can be milked.&lt;br /&gt;
&lt;br /&gt;
The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. A few vermin can have substances extracted from them, and others can be tamed as pets.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}{{Category|Furniture}}{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cage_trap_on_chasm_tile.png&amp;diff=303278</id>
		<title>File:Cage trap on chasm tile.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cage_trap_on_chasm_tile.png&amp;diff=303278"/>
		<updated>2024-08-26T07:33:57Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cage trap above chasm tile to catch chasm vermins&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Noble&amp;diff=303261</id>
		<title>23a:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Noble&amp;diff=303261"/>
		<updated>2024-08-25T11:22:44Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: /* Summary of Requirements */ add totals to the top, for convenience.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:56, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==Who Are These Purple Dwarves?==&lt;br /&gt;
&lt;br /&gt;
Nobles are special dwarves who will immigrate to your fortress when you meet certain requirements. They will only arrive in the Spring, and they will only show up after a successful visit from the Autumn [[trade|caravan]]. They have far greater requirements for happiness than a common dwarf and will perform almost no labor in the normal sense of the word. They can and will make extremely inconvenient demands of your time and production and a few are well armed and armored, which becomes relevant if you ignore their happiness long enough for them to throw tantrums or go berserk.&lt;br /&gt;
&lt;br /&gt;
===Social Complexity===&lt;br /&gt;
&lt;br /&gt;
Nobles add to the complexity and depth of the game. They give you entirely new levels of power and control over your dwarves at the cost of requiring you to pay more attention to their happiness. They are introduced into your game gradually, as you meet certain requirements, in order to stagger out the difficulty of accommodating them and to accustom yourself to the new options that open up with their cooperation.&lt;br /&gt;
&lt;br /&gt;
===They do some work, after all===&lt;br /&gt;
&lt;br /&gt;
When it comes to actual work, nobles are dwarves with all [[labor]] options turned off. There are a few tasks that cannot be influenced by that menu, and nobles will perform all of them. For example: flipping switches, caging and chaining animals, carrying goods to the trade depot. They will also harvest plants if the option &amp;quot;all dwarves harvest&amp;quot; is set in the standing orders.&lt;br /&gt;
&lt;br /&gt;
==Noble requirements==&lt;br /&gt;
&lt;br /&gt;
Nobles have significant requirements that must be fulfilled for them to be happy.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
Each noble's profile will give the exact details of what he requires. In general, they demand several rooms of a quality dependent on the rank of the noble. Usually, this is an [[office]] (built from chairs), a [[dining room]] (built from tables) and a [[bedroom]] (built from beds). In addition, they will want furniture of certain kinds. The specifics vary, but most nobles like having [[chest]]s, [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s in their rooms.&lt;br /&gt;
&lt;br /&gt;
Nobles have an inherent desire to maintain the status quo. Pursuant to this, they will always receive an unhappy thought if they do not have more material possessions and better property than their subordinates. Frustratingly, not even Legendary dwarves are exempt from this comparison with nobles. Nobles may also have worries or concerns related to their specific field. The Sheriff, for example, will receive an unhappy thought if you do not have sufficient [[cage]]s or [[restraint|chains]], and the Captain of the Guard will be upset if there are too few [[fortress guard]]s.&lt;br /&gt;
&lt;br /&gt;
===Mandates===&lt;br /&gt;
&lt;br /&gt;
Some nobles also issue mandates for production of different items (items they like personally) or prohibit their export. Nobles become upset if production mandates aren't met at the appointed deadline.&lt;br /&gt;
&lt;br /&gt;
===Guild Mandates===&lt;br /&gt;
&lt;br /&gt;
Once you have a [[mayor]] and one or more guild nobles you may periodically see another type of mandate. If a dwarf spends too much of a season idle or doing tasks outside their profession, they will become unhappy about the amount of work available and will seek out a meeting with their guild representative (if their guild is present). The guild noble will then take their complaints to the Mayor, who will issue a mandate the next season requiring a certain number of profession-specific tasks to be completed. These mandates can be avoided entirely by making sure all dwarves have plenty of work related to their profession; if you have too many immigrants in a profession you don't need, train them in something else until their profession changes or draft them into the military if you want to avoid them taking time off to complain to the guilds.&lt;br /&gt;
&lt;br /&gt;
Beware that the Mayor can only accept requests from 3 guilds per season; if more than 3 guilds make requests during a single season, then those requests will be ignored, making those guilds unhappy and potentially leading them to go on strike.&lt;br /&gt;
&lt;br /&gt;
===Demands===&lt;br /&gt;
&lt;br /&gt;
Finally, some nobles might demand a certain item in their personal [[room]]s. They can demand a specific type of furniture, material, or both. If they don't get their wish, they will become more and more upset. Regardless of whether you have given them their demanded item or not, nobles will &amp;quot;forget about a demand&amp;quot; after some time.&lt;br /&gt;
&lt;br /&gt;
Encrusting doesn't count for making an item, so the only way to satisfy a gem item demand is to build a window ({{k|b}}-{{k|y}}) out of cut gems.&lt;br /&gt;
&lt;br /&gt;
===Consequences of ignoring noble mandates===&lt;br /&gt;
&lt;br /&gt;
If a Mandate goes for an extended period of time without being met, and if your fortress has a [[jail]] (or [[restraint]]s that are reserved for [[justice]]), a dwarf will be arrested and briefly imprisoned for insubordination. They may also (or instead) be given a beating.&lt;br /&gt;
&lt;br /&gt;
In the case of production mandates, a dwarf with the appropriate [[labor]] preference will be punished; so, for example, if a noble asks for some statues to be built, and they are not built, a mason will be imprisoned or beaten.&lt;br /&gt;
&lt;br /&gt;
If you sell an item that a noble has commanded you not to export, '''all''' of the dwarves who carried the forbidden item(s) to the [[trade depot]] will be punished. If any of the perpetrators are nobles, [[legendary]] dwarves, or [[champion]]s, then they will be listed in the [[Justice]] screen as having committed Violation of Export Prohibition crimes, but no actual punishments will be given. Oddly, if the banned items were carried to the depot in [[bin]]s and the bins themselves were not sold, then no dwarves will be punished (and the noble who issued the mandate will be unhappy that nobody could be punished).&lt;br /&gt;
&lt;br /&gt;
Needless to say, punishments cause a lot of unhappy thoughts, especially in the case of long prison sentences. This can cause an undesirable cycle of [[tantrum]]s on the part of the &amp;quot;criminal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Managing your nobles==&lt;br /&gt;
&lt;br /&gt;
On the Noble screen ({{k|n}}), there is a colour-coded list of nobles and some basic information about their current mandates and demands. If a noble's name is white, that means that they are satisfied with their living arrangements. If it is yellow, that means that they have everything they need but one or more rooms are of lower quality than they expect. (For example, a noble who demands a Modest bedroom will appear in yellow on the list if all she has is a Meager bedroom.) If the name is in red, then something is missing: either a room (such as an Office) or an item (such as a Chest).&lt;br /&gt;
&lt;br /&gt;
Mandates and demands are also colour-coded. Export restrictions always appear in white. Build orders and Demands first appear in brown, then move through yellow and red the longer they are ignored.&lt;br /&gt;
&lt;br /&gt;
==So Why Not Just Drown the Snooty Buggers?==&lt;br /&gt;
&lt;br /&gt;
Despite their downsides, nobles usually provide you with significant advantages as well - the [[Broker]] will allow you to see the cash value of the goods you trade in the trade interface, the [[Bookkeeper]] gives you access to the [[Stocks]] screen so you can [[melt]] items or [[chasm]] them, and the [[Manager]] will allow you to place large-scale production orders for any item in the game rather than locating individual workshops and queueing up the jobs one at a time. Additionally, though most nobles &amp;quot;will not work&amp;quot; (according to the {{k|v}} menu), this merely means they will not do any job from the official &amp;quot;jobs list.&amp;quot; They will, however, harvest food, move items to the trade depot, pull levers, and, in some cases, move caged animals/monsters.&lt;br /&gt;
&lt;br /&gt;
Killing a noble is worse than killing a normal dwarf: deaths cause your immigration to be lower, and noble deaths have a larger impact on immigration. Nobles that die are replaced in a later immigration season, so there's no way to get rid of them permanently. If a married Noble dies and his/her consort survives, the replacement will arrive with _another_ consort. (Yes, they are multiplying. Be very afraid.)&lt;br /&gt;
&lt;br /&gt;
==Types of nobles==&lt;br /&gt;
&lt;br /&gt;
The nobles available to a fortress include the following. Requirements for each noble are in parentheses, and nobles which are indented arrive with the noble above them.&lt;br /&gt;
&lt;br /&gt;
===Assorted===&lt;br /&gt;
* The [[Manager]] (20 dwarves, diverse tasks) - Enables work orders and [[Workshop#Workshop profiles|workshop profiles]], activates [[Dwarven economy]] when combined with [[Bookkeeper]]&lt;br /&gt;
** The [[Sheriff]] - Activates Dwarven [[Justice]]&lt;br /&gt;
* The [[Mayor]] (50 dwarves, diverse tasks) - Takes complaints from guild leaders&lt;br /&gt;
** The [[Captain of the guard]] - Activates [[Fortress guard]], promoted from [[Sheriff]]&lt;br /&gt;
* The [[Governor]] (80 dwarves, diverse tasks) - Meets with [[diplomat]]s if the [[Baron]], [[Count]], [[Duke]], or [[King]] is unavailable&lt;br /&gt;
* The [[Philosopher]] (100 dwarves) - Does nothing&lt;br /&gt;
&lt;br /&gt;
===Economy &amp;amp; trade===&lt;br /&gt;
* The [[Broker]] (Exported wealth 500☼) - Shows item values in the Trade screen, attracts Human [[guild representative]]&lt;br /&gt;
* The [[Trade minister]] (Exported wealth 2,500☼) - Attracts Human [[merchant baron]]&lt;br /&gt;
* The [[Guildmaster]] (Exported wealth 10,000☼) - Attracts Human [[merchant prince]]&lt;br /&gt;
&lt;br /&gt;
* The [[Bookkeeper]] (Created wealth 5,000☼ + 2,500 [[coin]]s) - Allows viewing fortress wealth and the [[stocks]] screen, activates [[Dwarven economy]] when combined with [[Manager]]&lt;br /&gt;
* The [[Treasurer]] (Created wealth 25,000☼ + 15,000 coins)&lt;br /&gt;
* The [[Hoardmaster]] (Created wealth 100,000☼ + 50,000 coins)&lt;br /&gt;
&lt;br /&gt;
* The [[Dungeon master]] (Dig to chasm + 25,000 coins) - Allows making [[electrum]], minting coins from [[electrum]] and [[platinum]], and taming exotic creatures&lt;br /&gt;
&lt;br /&gt;
===Guild leaders===&lt;br /&gt;
* The [[Miners guild]] representative (have 10 [[miner]]s)&lt;br /&gt;
* The [[Carpenters guild]] representative (have 10 [[carpenter]]s)&lt;br /&gt;
* The [[Masons guild]] representative (have 10 [[mason]]s)&lt;br /&gt;
* The [[Metalsmiths guild]] representative (have 10 [[metalsmith]]s)&lt;br /&gt;
* The [[Jewelers guild]] representative (have 10 [[jeweler]]s)&lt;br /&gt;
* The [[Craftsdwarves guild]] representative (have 10 [[craftsdwarf|craftsdwarves]] and/or [[mechanic]]s)&lt;br /&gt;
* The [[House råsh]] (Råshid) representative (have 100 dead dwarves)&lt;br /&gt;
* The [[House fer]] (Ferite) representative (have 10 [[trapper]]s, 50 tamed animals, or complete 30 taming jobs)&lt;br /&gt;
* The [[House ber]] (Berite) representative (have 10 [[farmer]]s and/or [[fisherdwarf|fisherdwarves]], or complete 450 farming jobs)&lt;br /&gt;
* The [[Alchemist (noble)|Alchemist]] (complete 10 soap/extract jobs)&lt;br /&gt;
&lt;br /&gt;
===Military order representatives===&lt;br /&gt;
* The [[Order of the axe]] representative (Forge 50 axes)&lt;br /&gt;
* The [[Order of the crossbow]] representative (Forge 50 crossbows)&lt;br /&gt;
* The [[Order of the hammer]] representative (Forge 50 hammers)&lt;br /&gt;
* The [[Order of the mace]] representative (Forge 50 maces)&lt;br /&gt;
* The [[Order of the spear]] representative (Forge 50 spears)&lt;br /&gt;
* The [[Order of the sword]] representative (Forge 50 swords) &lt;br /&gt;
&lt;br /&gt;
===True nobility===&lt;br /&gt;
* The [[Baron]] and [[Baron consort]] (have [[Manager]], [[Broker]], and [[Bookkeeper]]) - Attracts Human and Elf [[Diplomat]]s&lt;br /&gt;
** The [[Tax collector]] - Gathers property to please nobles, activates the [[Royal guard]]&lt;br /&gt;
** The [[Hammerer]] - Executes dwarves who have committed serious crimes&lt;br /&gt;
* The [[Count]] and [[Count consort]] (have [[Mayor]], [[Trade minister]], and [[Treasurer]])&lt;br /&gt;
* The [[Duke]] and [[Duke consort]] (have [[Governor]], [[Guildmaster]], and [[Hoardmaster]])&lt;br /&gt;
* The [[King]] and [[King consort]] (have [[Duke]] and fulfill requirements '''or''' find [[adamantine]]) - Makes your fortress the Mountainhome and compels you to mine [[raw adamantine]]&lt;br /&gt;
** The [[Advisor]] - Promoted from your former [[Outpost liaison]], which means you can no longer request goods from the Dwarven caravan&lt;br /&gt;
&lt;br /&gt;
==Summary of Requirements==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Noble&amp;lt;br&amp;gt;(40)!!Bedroom&amp;lt;br&amp;gt;(39)!!Dining Room&amp;lt;br&amp;gt;(39)!!Office&amp;lt;br&amp;gt;(33)!!Tomb&amp;lt;br&amp;gt;(10)!!Chests&amp;lt;br&amp;gt;(83)!!Cabinets&amp;lt;br&amp;gt;(56)!!Weapon Racks&amp;lt;br&amp;gt;(68)!!Armor Stands&amp;lt;br&amp;gt;(56)!!Max Mandates&amp;lt;br&amp;gt;(35)!!Max Demands&amp;lt;br&amp;gt;(85)&lt;br /&gt;
|-&lt;br /&gt;
!Manager&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Sheriff &lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Captain of the Guard&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||2&lt;br /&gt;
|-&lt;br /&gt;
!Mayor&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||2||1||1||1||1||2&lt;br /&gt;
|-&lt;br /&gt;
!Governor&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF60&amp;quot;|Fine Quarters  ||bgcolor=&amp;quot;#FFFF60&amp;quot;|Fine Dining Room  ||bgcolor=&amp;quot;#FFFF60&amp;quot;|Splendid Office    ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||3||2||2||2||2||3&lt;br /&gt;
|-&lt;br /&gt;
!Philosopher&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                 ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||—||—||—||—||—||2&lt;br /&gt;
|-&lt;br /&gt;
!Broker&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|Meager Quarters||bgcolor=&amp;quot;#FFFFE0&amp;quot;|Meager Dining Room||bgcolor=&amp;quot;#FFFFE0&amp;quot;|Meager Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
!Trade Minister &lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||2||1||1||1||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Guildmaster &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||3||2||2||2||3||3&lt;br /&gt;
|-&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|Meager Quarters||bgcolor=&amp;quot;#FFFFE0&amp;quot;|Meager Dining Room||bgcolor=&amp;quot;#FFFFE0&amp;quot;|Meager Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Treasurer&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||2||1||1||1||1||2&lt;br /&gt;
|-&lt;br /&gt;
!Hoardmaster&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||3||2||2||2||2||3&lt;br /&gt;
|-&lt;br /&gt;
!Dungeon Master &lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Burial Chamber ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!House Ber&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!House Fer&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!House Råsh&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Burial Chamber ||—||—||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
!Mason's Guild&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Miner's Guild&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Craftsdwarves Guild&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Carpenter's Guild&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Metalsmith's Guild&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Jeweler's Guild&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Alchemist&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Office      ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||1||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Order of the Axe&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||3||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Order of the Crossbow&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||3||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Order of the Hammer&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||3||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Order of the Mace&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||3||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Order of the Spear&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||3||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Order of the Sword&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|Quarters       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||1||1||3||1||—||1&lt;br /&gt;
|-&lt;br /&gt;
!Tax Collector &lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#FFFFA0&amp;quot;|Office             ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||2||1||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
!Hammerer &lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#FFFFC0&amp;quot;|Dining Room       ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||2||1||1||1||—||2&lt;br /&gt;
|-&lt;br /&gt;
!Baron&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Office      ||bgcolor=&amp;quot;#FFFF80&amp;quot;|Tomb           ||2||1||1||1||1||2&lt;br /&gt;
|-&lt;br /&gt;
!Baron Consort &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#FFFF80&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFF80&amp;quot;|Tomb           ||2||1||1||1||1||2&lt;br /&gt;
|-&lt;br /&gt;
!Count &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|Great Bedroom  ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Great Dining Room ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Throne Room        ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Mausoleum      ||3||2||2||2||2||3&lt;br /&gt;
|-&lt;br /&gt;
!Count Consort &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|Great Bedroom  ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Great Dining Room ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Mausoleum      ||3||2||2||2||2||3&lt;br /&gt;
|-&lt;br /&gt;
!Duke &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|Grand Bedroom  ||bgcolor=&amp;quot;#FFFF20&amp;quot;|Grand Dining Room ||bgcolor=&amp;quot;#FFFF20&amp;quot;|Opulent Throne Room||bgcolor=&amp;quot;#FFFF20&amp;quot;|Grand Mausoleum||5||3||3||3||3||5&lt;br /&gt;
|-&lt;br /&gt;
!Duke Consort &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|Grand Bedroom  ||bgcolor=&amp;quot;#FFFF20&amp;quot;|Grand Dining Room ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFF20&amp;quot;|Grand Mausoleum||5||3||3||3||3||5&lt;br /&gt;
|-&lt;br /&gt;
!King &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Bedroom  ||bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Dining Room ||bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Throne Room  ||bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Mausoleum||10||5||5||5||5||10&lt;br /&gt;
|-&lt;br /&gt;
!King Consort &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Bedroom  ||bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Dining Room ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—                  ||bgcolor=&amp;quot;#FFFF00&amp;quot;|Royal Mausoleum||10||5||5||5||5||10&lt;br /&gt;
|-&lt;br /&gt;
!Advisor &lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|Great Bedroom  ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Great Dining Room ||bgcolor=&amp;quot;#FFFF40&amp;quot;|Throne Room        ||bgcolor=&amp;quot;#FFFFFF&amp;quot;|—              ||3||2||2||2||—||3&lt;br /&gt;
|-&lt;br /&gt;
|'''TOTALS''':&lt;br /&gt;
|2/5/10/14/1/3/2/2 (39)&lt;br /&gt;
|2/4/11/14/1/3/2/2 (39)&lt;br /&gt;
|2/3/11/12/1/2/1/1 (33)&lt;br /&gt;
|0/0/2/2/0/2/2/2 (10)&lt;br /&gt;
|83&lt;br /&gt;
|56&lt;br /&gt;
|68&lt;br /&gt;
|56&lt;br /&gt;
|35&lt;br /&gt;
|85&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Rattlesalad&amp;diff=303254</id>
		<title>User:Rattlesalad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Rattlesalad&amp;diff=303254"/>
		<updated>2024-08-25T07:07:59Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: im purring maggot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im purring maggot.&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303223</id>
		<title>23a:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=303223"/>
		<updated>2024-08-23T15:25:56Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: /* Bridge sizes */  added size calculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:50, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' allow dwarves, traders, and their cargo to travel over terrain that would normally be impassable. Bridges can be placed over [[river]]s and other water (as well as the ice sheet in some freezing maps), swamp tiles, [[channel]]s, [[magma]], and the [[chasm]]. They can be made of raw [[stone]], [[wood]], [[metal]] [[bar]]s, or [[block]]s of any material. The [[magma flow]] can only be bridged by a [[steel]] or [[adamantine]] bridge. However, the bridge's overall material is determined by the topmost item in the list - thus, you can use a single steel bar and four brass bars to cross the magma river, provided you made the steel bar ''first''.&lt;br /&gt;
&lt;br /&gt;
Bridges built within the mountain can be attached to [[lever]]s or [[pressure plate]]s and made to retract or raise. These can be used either to deny passage to enemies, or to kill them: a drawbridge lowered on any creature will kill it instantly. Moats (built from channels/[[pond]]s) and &amp;quot;Trojan Horse&amp;quot; entrances spanned by a bridge are both very effective forms of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Bridge construction requires [[Architecture]] and a dwarf with the appropriate [[labor]] enabled ([[Masonry]], [[Carpentry]], or [[Metalsmithing]]), depending on the material that is used.&lt;br /&gt;
&lt;br /&gt;
==Types of bridges==&lt;br /&gt;
&lt;br /&gt;
When a bridge is placed outdoors, it is just an ordinary bridge, and cannot be assigned any special types. When built underground, however, a bridge can be either retracting or raising, like a drawbridge. Retracting bridges can be built without the need for an open area on the other side, while raisable bridges can crush anything they are lowered over, and will form a sturdy blockade against flying or aquatic assault while raised. In either case, the bridge must be linked up to some form of a trigger via [[mechanism]]s for it to move; normally, this would be either a [[lever]] or a [[pressure plate]]. When placing a bridge, press {{K|w}}, {{K|a}}, {{K|x}}, or {{K|d}} for a drawbridge in one of the four cardinal directions, or {{K|s}} for a retracting bridge (the default). The direction that a bridge raises can be slightly confusing: If a bridge raises to the left, then it forms a wall on the left side when raised, and when lowered it will squash anything to the right.&lt;br /&gt;
&lt;br /&gt;
Even if a bridge is raised or retracted, you can not place ({{K|b}}uild) anything else in the space the bridge normally occupies. So a pressure plate to lower a bridge onto enemies can't be placed underneath the bridge area itself. You can build bridges over channels (for instance, to span a moat), but only after the channel has been filled with water from a river at least once and no longer registers as an actual building to the {{K|q}} command. You cannot build a channel beneath a bridge after the bridge has been built.&lt;br /&gt;
&lt;br /&gt;
===Bridges as traps/weapons===&lt;br /&gt;
&lt;br /&gt;
Any [[creature]] (including dwarves) caught under a drawbridge when it lowers will be killed instantly. The creature will completely disappear, leaving neither a corpse nor any of its gear, giving it the nickname &amp;quot;[[Dwarven atom smasher]]&amp;quot;. Creatures caught on top of a drawbridge when it raises will be sent flying through the air, much like a catapult stone. In the words of [[Main:Toady One|Toady One]], &amp;quot;The relevant function in the code is called &amp;lt;code&amp;gt;flingify()&amp;lt;/code&amp;gt;.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=15623.msg147256#msg147256]&lt;br /&gt;
&lt;br /&gt;
Note that bridges built outside the mountain cannot be linked to levers to be used as goblin smashers.&lt;br /&gt;
&lt;br /&gt;
==Bridge sizes==&lt;br /&gt;
&lt;br /&gt;
When building a bridge, you can select a number of pieces of material. Each piece of material increases the number of squares the bridge can occupy, up to a limit of 10 squares in width or height.&lt;br /&gt;
&lt;br /&gt;
For raw stone, stone or glass blocks, and wooden logs:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 4 - 1 &lt;br /&gt;
 if the number of material is 1 = 3 tiles = 1x3!!, 2x1, 3x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 2 = 7 tiles = 1x7!!, 2x3, 3x2, 4x1, 5x1, 6x1, 7x1!!&amp;lt;br&amp;gt;&lt;br /&gt;
| 3 = 11 tiles = 1x10, 2x5, 3x3, 4x4, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 4 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 5 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1&amp;lt;br&amp;gt;&lt;br /&gt;
| 6 = 23 tiles = 2x10, 3x7, 4x5, 5x4, 6x3, 7x3 ,8x2, 9x2, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 7 = 27 tiles = 3x9!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!, 10x2&amp;lt;br&amp;gt;&lt;br /&gt;
| 8 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 9 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4 , 9x3 , 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 10 = 39 tiles = 4x9, ,5x7 ,6x6, 7x5, 8x4, 9x4, 10x3&amp;lt;br&amp;gt;&lt;br /&gt;
| 11 = 43 tiles = 4x10, 5x8 ,6x7, 7x6, 8x5, 9x4, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 12 = 47 tiles = 5x9 ,6x7, 7x6, 8x5, 9x5, 10x4&amp;lt;br&amp;gt;&lt;br /&gt;
| 13 = 51 tiles = 5x10 ,6x8, 7x7, 8x6, 9x5, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 14 = 55 tiles = 6x9, 7x7, 8x6, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 15 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&amp;lt;br&amp;gt;&lt;br /&gt;
| 16 = 63 tiles = 6x10, 7x9!!, 8x7, 9x7!!, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 17 = 67 tiles = 7x9, 8x8, 9x7, 10x6&amp;lt;br&amp;gt;&lt;br /&gt;
| 18 = 71 tiles = 7x10, 8x8, 9x7, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 19 = 75 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 20 = 79 tiles = 8x9, 9x8, 10x7&amp;lt;br&amp;gt;&lt;br /&gt;
| 21 = 83 tiles = 8x10, 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 22 = 87 tiles = 9x9, 10x8&amp;lt;br&amp;gt;&lt;br /&gt;
| 23 = 91 tiles = 9x10, 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 24 = 95 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 25 = 99 tiles = 10x9&amp;lt;br&amp;gt;&lt;br /&gt;
| 26 = 103 tiles = 10x10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
!! = exact tiles are used&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For metal:&lt;br /&gt;
 * Size of Bridge = (Material Amount) x 2 - 1 &amp;lt;br&amp;gt;&lt;br /&gt;
 if the number of material is 1 = 1 tiles = 1x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 2 = 3 tiles = 1x3!!, 2x1, 3x1!!&lt;br /&gt;
&amp;lt;br&amp;gt;| 3 = 5 tiles = 1x5!!, 2x1, 3x1, 4x1, 5x1!!  &lt;br /&gt;
&amp;lt;br&amp;gt;| 4 = 7 tiles = 1x7!!, 2x2, 3x2, 4x1, 5x1, 6x1, 7x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 5 = 9 tiles = 1x9!!, 2x4, 3x3!!, 4x2, 5x1, 6x1, 7x1, 8x1, 9x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 6 = 11 tiles = 1x10, 2x5, 3x3, 4x2, 5x2, 6x1, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 7 = 13 tiles = 2x6, 3x4, 4x3, 5x2, 6x2, 7x1, 8x1, 9x1, 10x1&lt;br /&gt;
&amp;lt;br&amp;gt;| 8 = 15 tiles = 2x7, 3x5!!, 4x3, 5x3!!, 6x2, 7x2, 8x1, 9x1, 10x1  &lt;br /&gt;
&amp;lt;br&amp;gt;| 9 = 17 tiles = 2x8, 3x5, 4x4, 5x3, 6x2, 7x2, 8x2, 9x1, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 10 = 19 tiles = 2x9, 3x6, 4x4, 5x3, 6x3, 7x2, 8x2, 9x2, 10x1 &lt;br /&gt;
&amp;lt;br&amp;gt;| 11 = 21 tiles = 2x10, 3x7!!, 4x5, 5x4, 6x3, 7x3!!, 8x2, 9x2, 10x2  &lt;br /&gt;
&amp;lt;br&amp;gt;| 12 = 23 tiles = 3x7, 4x5, 5x4, 6x3, 7x3, 8x2, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 13 = 25 tiles = 3x8, 4x6, 5x5!!, 6x4, 7x3, 8x3, 9x2, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 14 = 27 tiles = 3x9!!, 4x6, 5x5, 6x4, 7x3, 8x3, 9x3!!, 10x2&lt;br /&gt;
&amp;lt;br&amp;gt;| 15 = 29 tiles = 3x9, 4x7, 5x5, 6x4, 7x4, 8x3, 9x3, 10x2 &lt;br /&gt;
&amp;lt;br&amp;gt;| 16 = 31 tiles = 3x10, 4x7, 5x6, 6x5, 7x4, 8x3, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 17 = 33 tiles = 4x8, 5x6, 6x5, 7x4, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 18 = 35 tiles = 4x8, 5x7!!, 6x5, 7x5!!, 8x4, 9x3, 10x3 &lt;br /&gt;
&amp;lt;br&amp;gt;| 19 = 37 tiles = 4x9, 5x7, 6x6, 7x5, 8x4,  9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 20 = 39 tiles = 4x9, 5x7, 6x6, 7x5, 8x4, 9x4, 10x3&lt;br /&gt;
&amp;lt;br&amp;gt;| 21 = 41 tiles = 4x10, 5x8, 6x6, 7x5, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 22 = 43 tiles = 5x8, 6x7, 7x6, 8x5, 9x4, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 23 = 45 tiles = 5x9!!, 6x7, 7x6, 8x5, 9x5!!, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 24 = 47 tiles = 5x9, 6x7, 7x6, 8x5, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 25 = 49 tiles = 5x9, 6x8, 7x7!!, 8x6, 9x5, 10x4&lt;br /&gt;
&amp;lt;br&amp;gt;| 26 = 51 tiles = 5x10, 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 27 = 53 tiles = 6x8, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 28 = 55 tiles = 6x9, 7x7, 8x6, 9x5, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 29 = 57 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 30 = 59 tiles = 6x9, 7x8, 8x7, 9x6, 10x5&lt;br /&gt;
&amp;lt;br&amp;gt;| 31 = 61 tiles = 6x10, 7x8, 8x7, 9x6, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 32 = 63 tiles = 7x9!!, 8x7, 9x7!!, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 33 = 65 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 34 = 67 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 35 = 69 tiles = 7x9, 8x8, 9x7, 10x6&lt;br /&gt;
&amp;lt;br&amp;gt;| 36 = 71 tiles = 7x10, 8x8, 9x7, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 37 = 73 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 38 = 75 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 39 = 77 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 40 = 79 tiles = 8x9, 9x8, 10x7&lt;br /&gt;
&amp;lt;br&amp;gt;| 41 = 81 tiles = 8x10,9x9!!, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 42 = 83 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 43 = 85 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 44 = 87 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 45 = 89 tiles = 9x9, 10x8&lt;br /&gt;
&amp;lt;br&amp;gt;| 46 = 91 tiles = 9x10, 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 47 = 93 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 48 = 95 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 49 = 97 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 50 = 99 tiles = 10x9&lt;br /&gt;
&amp;lt;br&amp;gt;| 51 = 101 tiles = 10x10&lt;br /&gt;
&lt;br /&gt;
When sized and placed, the dwarves will only use the minimum amount of material needed. For example, if you want a 5x2 bridge, and select four stone blocks to build it with, the dwarves will only use three of the blocks.&lt;br /&gt;
&lt;br /&gt;
Bridges can mix material types (stone, metal, wood, etc.) and gain no benefits from using only one type of material, but the color (and material for game terms) is determined by the topmost selected material from the material selection list.&lt;br /&gt;
&lt;br /&gt;
==Known Bugs==&lt;br /&gt;
&lt;br /&gt;
Bridge construction may generate a path-finding error if a dwarf attempts to use a chosen piece of stone that is inaccessible. To work around this you can use a different kind of rock.&lt;br /&gt;
&lt;br /&gt;
Another common cause of path-finding errors is attempting to build a bridge in such a way that it would cover inaccessible loose rock or other materials that the architect would need to move out of the way. This often happens when a temporary bridge is built across the river or chasm, space is mined for the &amp;quot;real&amp;quot; bridge, and the temporary bridge is then removed. To solve this, leave the temporary bridge up until the main bridge has been fully designed by an architect.&lt;br /&gt;
&lt;br /&gt;
==Admiration==&lt;br /&gt;
&lt;br /&gt;
Bridges, along with certain other [[building]]s, may cause happy [[thought]]s for dwarves that pass by them. Comments that your dwarves may have about your bridge can escalate from fine, to great, to completely sublime. The better the bridge, the happier your dwarves. Building a bridge using smoothed blocks, metal bars, or glass blocks increases the value of the bridge making it much more likely to evoke admiration, as will using a highly skilled [[building designer]] and [[mason]] (or [[carpenter]] or [[metalsmith]], depending on the material).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bookkeeper&amp;diff=303199</id>
		<title>23a:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bookkeeper&amp;diff=303199"/>
		<updated>2024-08-21T03:53:02Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: Added Enable melt item in function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:43, 8 May 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble=Bookkeeper&lt;br /&gt;
| quarters=Meager Quarters&lt;br /&gt;
| dining=Meager Dining Room&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| demands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Created wealth 5000☼&lt;br /&gt;
* Mint 2500 [[coin]]s&lt;br /&gt;
| function=&lt;br /&gt;
* Enable [[stocks]] screen&lt;br /&gt;
* Enable [[melt item]]&lt;br /&gt;
* With [[Manager]], activate [[economy]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[bookkeeper]] [[noble]] arrives once you have minted 5 stacks of [[coin]]s (of any material, even ones not usable as currency) and have produced at least 5000☼ worth of goods. Once you have a Bookkeeper, the &amp;quot;Created Wealth&amp;quot; section on your Z-[[Status]] screen will be filled in, and you will also be given access to the [[Stocks]] screen to manage the items in your fortress in various useful ways.&lt;br /&gt;
&lt;br /&gt;
Once the [[manager]] has also arrived (which is almost always the case, as most fortresses will reach a population of 20 long before minting any coins), the [[economy]] begins, and once the [[broker]] shows up, you will become eligible to receive a [[baron]].&lt;br /&gt;
&lt;br /&gt;
The bookkeeper will also constantly mandate the production of [[coin]]s made of [[copper]], [[silver]], and [[gold]] (as well as [[electrum]] and [[platinum]] once the [[dungeon master]] has arrived). Unlike other mandates, however, ignoring these will not result in any punishment aside from an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Once you are eligible to receive a [[manager]], [[broker]], or bookkeeper, [[Elf|Elven]] caravans will begin to visit your fortress.&lt;br /&gt;
&lt;br /&gt;
You can designate [[metal]] items for melting from the Stocks page once the Bookkeeper arrives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bookkeeper&amp;diff=303198</id>
		<title>23a:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bookkeeper&amp;diff=303198"/>
		<updated>2024-08-21T03:51:32Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: Added designate metal items for melting based on https://dwarffortresswiki.org/index.php/23a:Melt_item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:43, 8 May 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble=Bookkeeper&lt;br /&gt;
| quarters=Meager Quarters&lt;br /&gt;
| dining=Meager Dining Room&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| demands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Created wealth 5000☼&lt;br /&gt;
* Mint 2500 [[coin]]s&lt;br /&gt;
| function=&lt;br /&gt;
* Enable [[stocks]] screen&lt;br /&gt;
* With [[Manager]], activate [[economy]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[bookkeeper]] [[noble]] arrives once you have minted 5 stacks of [[coin]]s (of any material, even ones not usable as currency) and have produced at least 5000☼ worth of goods. Once you have a Bookkeeper, the &amp;quot;Created Wealth&amp;quot; section on your Z-[[Status]] screen will be filled in, and you will also be given access to the [[Stocks]] screen to manage the items in your fortress in various useful ways.&lt;br /&gt;
&lt;br /&gt;
Once the [[manager]] has also arrived (which is almost always the case, as most fortresses will reach a population of 20 long before minting any coins), the [[economy]] begins, and once the [[broker]] shows up, you will become eligible to receive a [[baron]].&lt;br /&gt;
&lt;br /&gt;
The bookkeeper will also constantly mandate the production of [[coin]]s made of [[copper]], [[silver]], and [[gold]] (as well as [[electrum]] and [[platinum]] once the [[dungeon master]] has arrived). Unlike other mandates, however, ignoring these will not result in any punishment aside from an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Once you are eligible to receive a [[manager]], [[broker]], or bookkeeper, [[Elf|Elven]] caravans will begin to visit your fortress.&lt;br /&gt;
&lt;br /&gt;
You can designate [[metal]] items for melting from the Stocks page once the Bookkeeper arrives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Melt_item&amp;diff=303197</id>
		<title>23a:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Melt_item&amp;diff=303197"/>
		<updated>2024-08-21T03:51:27Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: Added bookeeper in the first line since melt only applicable after they arrives.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:46, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
After the [[Bookkeeper]] arrives, you can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of. The % return is predictable and consistent for each item type, and ranges from 10%-100%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in tenths of a bar, and these are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10 tenths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth 0.4 bars each are melted at the same smelter, that smelter has 0.8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have 0.8 bars of the first metal and 0.4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have 0.4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 0.4, and giving a total of 1.2 of that type of metal, 1 bar of that metal is produced, leaving 0.2 inside the smelter (plus the 0.4 of the second metal).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from the [[Stocks]] page once the [[Bookkeeper]] arrives. &lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for [[chasm]]ing, it will be automatically unmarked.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job at a [[Smelter]] or [[Magma smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
The type of item being melted (and its [[stack]] size) determines how many bars of metal will be recovered. Melting objects generally nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some metal items are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted it yields only 3.3.&lt;br /&gt;
&lt;br /&gt;
Melting yields do '''not''' respect MATERIAL_SIZE for armor items - regardless of how many bars are used to make the item, the yield will be the same.&lt;br /&gt;
&lt;br /&gt;
Items yielding 1 full bar:&lt;br /&gt;
* [[Door]] - 33%&lt;br /&gt;
* [[Floodgate]] - 33%&lt;br /&gt;
* [[Chair]] - 33%&lt;br /&gt;
* [[Cage]] - 33%&lt;br /&gt;
* [[Barrel]] - 33%&lt;br /&gt;
* [[Table]] - 33%&lt;br /&gt;
* [[Coffin]] - 33%&lt;br /&gt;
* [[Statue]] - 33%&lt;br /&gt;
* [[Chest]] - 33%  (due to a bug, these are not actually meltable{{bug|2493}})&lt;br /&gt;
* [[Bin]] - 33%&lt;br /&gt;
* [[Armor stand]] - 33%&lt;br /&gt;
* [[Weapon rack]] - 33%&lt;br /&gt;
* [[Cabinet]] - 33%&lt;br /&gt;
* [[Anvil]] - 33%&lt;br /&gt;
* [[Bucket]] - '''100%'''&lt;br /&gt;
&lt;br /&gt;
Items yielding 0.8 bars:&lt;br /&gt;
* [[Armor]] - 27-40%&lt;br /&gt;
&lt;br /&gt;
Items yielding 0.5 bars:&lt;br /&gt;
* [[Chain]] - 50%&lt;br /&gt;
* [[Instrument]] - 50%&lt;br /&gt;
* [[Animal trap]] - 50%&lt;br /&gt;
* [[Weapon]] - 50%&lt;br /&gt;
* [[Shield]] - 50%&lt;br /&gt;
* [[Pants]] - 25%&lt;br /&gt;
* [[Ballista arrow]] / [[ballista arrowhead]] - 17%&lt;br /&gt;
* [[Trap component]] - 25%&lt;br /&gt;
* Any other items not listed here&lt;br /&gt;
&lt;br /&gt;
Items yielding 0.3 bars:&lt;br /&gt;
* [[Shoes]] - 60% (per pair)&lt;br /&gt;
* [[Helm]] - 30%&lt;br /&gt;
* [[Gloves]] - 60% (per pair)&lt;br /&gt;
&lt;br /&gt;
Items yielding 0.2 bars:&lt;br /&gt;
* [[Flask]] - 60% (per set of 3)&lt;br /&gt;
* [[Goblet]] - 60% (per set of 3)&lt;br /&gt;
* [[Toy]] - 20%&lt;br /&gt;
* [[Idol]] - 20-60%&lt;br /&gt;
* [[Scepter]] - 20-60%&lt;br /&gt;
&lt;br /&gt;
Items yielding 0.1 bars:&lt;br /&gt;
* [[Amulet]] - 10-30%&lt;br /&gt;
* [[Crown]] - 10-30%&lt;br /&gt;
* [[Ring]] - 10-30%&lt;br /&gt;
* [[Earring]] - 10-30%&lt;br /&gt;
* [[Bracelet]] - 10-30%&lt;br /&gt;
&lt;br /&gt;
Special:&lt;br /&gt;
* [[Ammo]] yields 0.1 bars per 10 units, rounded down, plus 0.1. A stack of 1-9 bolts will yield 0.1 bars, 10-19 will yield 0.2 bars, etc. - a freshly smithed stack of 25 bolts will yield 0.3 bars, for a 30% return.&lt;br /&gt;
* [[Coin]]s yield 0.1 bars per 50 units, rounded down, plus 0.1. A stack of 1-49 coins will yield 0.1 bars, 50-99 will yield 0.2 bars, etc. - a freshly minted stack of 500 coins will yield 1.1 bars, for a '''110%''' return.&lt;br /&gt;
&lt;br /&gt;
== Training metalsmith skills / Maximizing return  ==&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmithing]] [[skill]]s up to high levels*, likely more than you will ever find within the mountain.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[furnace operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* 600 bars to train from Dabbling to Legendary, and 367 more to reach Legendary+5, the highest skill level)&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[weaponsmith]] || 50% || [[weapon]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[armorsmith]] || 60% || [[gauntlet]]s, [[high boot]]s, or [[low boot]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[metalsmith]] || '''100%''' || [[bucket]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[metal crafter]] || '''110%''' || [[coin]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
[[decoration|Decorated]] items will not be melted (or considered for most other types of jobs). A patch for version 0.23.130.23a can be found below:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x0F6C04 : D7 05 -&amp;gt; 00 00&lt;br /&gt;
0x0F74DC : AB 03 -&amp;gt; 00 00&lt;br /&gt;
0x107C03 : D3 02 -&amp;gt; 00 00&lt;br /&gt;
0x108231 : D0 02 -&amp;gt; 00 00&lt;br /&gt;
0x1087B7 : 17 04 -&amp;gt; 00 00&lt;br /&gt;
0x108EA3 : FD 03 -&amp;gt; 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Metal [[chest]]s cannot be melted ({{bug|2493}}). A patch for version 0.23.130.23a can be found below:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x226817 : E8 44 FD FD FF -&amp;gt; 89 74 24 4C 5E&lt;br /&gt;
0x226894 : E8 87 6F FC FF -&amp;gt; E9 06 7E 12 00&lt;br /&gt;
0x34E69F = 8B 4C 24 48 51 89 D9 E8 B5 7E EB FF E8 70 F1 E9 FF E9 E4 81 ED FF&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=290482</id>
		<title>Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=290482"/>
		<updated>2023-02-10T08:59:58Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: rewording some macro ideas and creating macro, removed resizing rooms and Mass selector as it's now irrelevant in v50, change coffers to furnitures and merge to beds turned, into Placing Beds and Furnitures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing ''Dwarf Fortress'' means lots of clicking and/or typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth. In game settings you could toggle &amp;quot;Keyboard cursor enabled&amp;quot; to yes for macro mining designation. Unfortunately macros can only do keyboard inputs, meaning that with the v50 mouse/UI overhaul macros are far more limited than they used to be. Allegedly there are plans to reintroduce more keyboard controls, but that is not yet implemented. Remember that many of the features and techniques listed on this page have yet to be tested in v50 versions. &lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The [[controls]] for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (the REC will be shown at top left of screen and {{k|Ctrl}}+{{k|r}} again to finish recording) &lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save (name the macro then {{k|Enter}})&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load &lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times (maximum of 99) - Note that this seems to be broken as of v50.05&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play (the PLAY will be shown at top left of screen, repeat when hold, repeating macro will stop after the mouse cursor leaves the game screen)&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. If you just recorded the macro, it is loaded even without saving. You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on Dwarf Fortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
The macros are stored in the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/prefs/macros/&amp;lt;/code&amp;gt; folder. The macros are saved in .mak format. The first line of the macro file must match the filename, or the file will not be recognized as a valid macro. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creating loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removing macros in-game can be done by pressing {{k|Esc}} and then selecting Keybindings &amp;gt; Macros. Press {{k|Backspace}} on the macros you want to delete, then press {{k|Esc}} and select &amp;quot;Save and Exit&amp;quot;. This will also delete the corresponding macro file permanently. Otherwise, you can delete the corresponding .mak file from the init/macros/ folder, although that will only take effect the next time DF is run.&lt;br /&gt;
&lt;br /&gt;
Changing macros while the game is running uses a counter-intuitive process.  After editing the macro file, create a backup of it and remove the macro as described earlier. However, before saving the changes, place the backup file on the init/macros/ folder. Then save the changes and reload the macro with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Adding macros is also possible, resorting to the macro changing process. A &amp;quot;dummy&amp;quot; macro would be recorded and saved, then deleted. The macro that would be added would replace the dummy file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds and Furnitures ====&lt;br /&gt;
&lt;br /&gt;
Before placing any beds or furnitures it has some problems as the keyboard cursor will back to the middle tile of the screen the every time designate the construction. &lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|f}} urniture {{k|b}}ed, Select &amp;quot;use closest material&amp;quot; and &amp;quot;keep building after placement&amp;quot;, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Use {{k|w}}/{{k|a}}/{{k|s}}/{{k|d}} to make the macro loop froward it will move 11 tiles away from start from the macro you record. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. &lt;br /&gt;
You can then save your macro if you wish, though it's not necessary.&lt;br /&gt;
&lt;br /&gt;
Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
&lt;br /&gt;
=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
&lt;br /&gt;
=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
&lt;br /&gt;
=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
&lt;br /&gt;
For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=290480</id>
		<title>Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=290480"/>
		<updated>2023-02-10T06:54:42Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: /* Creating macros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing ''Dwarf Fortress'' means lots of clicking and/or typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth. In game settings you could toggle &amp;quot;Keyboard cursor enabled&amp;quot; to yes for macro mining designation. Unfortunately macros can only do keyboard inputs, meaning that with the v50 mouse/UI overhaul macros are far more limited than they used to be. Allegedly there are plans to reintroduce more keyboard controls, but that is not yet implemented. Remember that many of the features and techniques listed on this page have yet to be tested in v50 versions. &lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The [[controls]] for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (and finish recording)&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times (maximum of 99) - Note that this seems to be broken as of v50.05&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play (will repeat when hold, repeating macro will stop when the cursor leaves the screen)&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. If you just recorded the macro, it is loaded even without saving. You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on Dwarf Fortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
The macros are stored in the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/prefs/macros/&amp;lt;/code&amp;gt; folder. The macros are saved in .mak format. The first line of the macro file must match the filename, or the file will not be recognized as a valid macro. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creating loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removing macros in-game can be done by pressing {{k|Esc}} and then selecting Keybindings &amp;gt; Macros. Press {{k|Backspace}} on the macros you want to delete, then press {{k|Esc}} and select &amp;quot;Save and Exit&amp;quot;. This will also delete the corresponding macro file permanently. Otherwise, you can delete the corresponding .mak file from the init/macros/ folder, although that will only take effect the next time DF is run.&lt;br /&gt;
&lt;br /&gt;
Changing macros while the game is running uses a counter-intuitive process.  After editing the macro file, create a backup of it and remove the macro as described earlier. However, before saving the changes, place the backup file on the init/macros/ folder. Then save the changes and reload the macro with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Adding macros is also possible, resorting to the macro changing process. A &amp;quot;dummy&amp;quot; macro would be recorded and saved, then deleted. The macro that would be added would replace the dummy file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds ====&lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|b}}ed, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. You can then save your macro if you wish, though it's not necessary. Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
==== Placing Coffers ====&lt;br /&gt;
&lt;br /&gt;
Placing coffers (but ''not'' bags) requires an extra step. Pause the game (you ''did'' remember to pause before playing macros, didn't you?) and go to the Stocks menu. Forbid all bags, regardless of what's inside them or what they're being used for (this is temporary). Exit to main screen and repeat the steps above, this time placing containers in your rooms. You will end up placing only chests / coffers / boxes, ignoring any bags. Repeat and play back for the rest of your bedrooms, then un-forbid your bags before un-pausing the game.&lt;br /&gt;
&lt;br /&gt;
==== Resizing Rooms ====&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro to designate each room as a bedroom. {{k|q}}uery the building and select the first bed. Start a new macro and press {{k|r}} to designate it as a bedroom, then press + a few times to fill the available space. If you are fine with the size of the bedroom you can press enter, move on to the next bed, and repeat this for the whole row. If you want bedrooms that fill all the room and not all your bedrooms are the same size, you may have to press + a bit more or less for the larger cases. Repeat this for the rest of the rows as above.&lt;br /&gt;
&lt;br /&gt;
=== Mass Selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro you can select a lot of things at once. Extremely helpful if you want to sell a lot of junk to the caravans. Record {{k|enter}}, then {{k|down}} about 10-25 times in a row. (For some menus you may wish to use {{k|enter}}, then {{k|+}}) When the caravan arrives, your dwarves haul all the bins to your Trade Depot for sale as normal. At the trade menu, load the macro and play it as many times as you like. The macro will select all the items in your &amp;quot;for sale&amp;quot; list, saving the bins you carried them in for later use. Be sure to at least browse through the final list once you're done to avoid selling items you didn't wish to sell, i.e. items that were in the same bin as your trade goods that you wish to keep, or non-wood items if you're trading with the Elves.&lt;br /&gt;
&lt;br /&gt;
=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
&lt;br /&gt;
=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
&lt;br /&gt;
=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
&lt;br /&gt;
=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
&lt;br /&gt;
For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=290479</id>
		<title>Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=290479"/>
		<updated>2023-02-10T06:52:36Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: The free classic is now v50 with a similar UI as the premium and it's possible to use some keyboard control after toggling the &amp;quot;Keyboard control enabled&amp;quot; in-game setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing ''Dwarf Fortress'' means lots of clicking and/or typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth. In game settings you could toggle &amp;quot;Keyboard cursor enabled&amp;quot; to yes for macro mining designation. Unfortunately macros can only do keyboard inputs, meaning that with the v50 mouse/UI overhaul macros are far more limited than they used to be. Allegedly there are plans to reintroduce more keyboard controls, but that is not yet implemented. Remember that many of the features and techniques listed on this page have yet to be tested in v50 versions. &lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The [[controls]] for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (and finish recording)&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times (maximum of 99) - Note that this seems to be broken as of v50.05&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play (will repeat when hold and, repeating macro will stop when the cursor leaves the screen)&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. If you just recorded the macro, it is loaded even without saving. You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on Dwarf Fortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
The macros are stored in the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/prefs/macros/&amp;lt;/code&amp;gt; folder. The macros are saved in .mak format. The first line of the macro file must match the filename, or the file will not be recognized as a valid macro. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creating loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removing macros in-game can be done by pressing {{k|Esc}} and then selecting Keybindings &amp;gt; Macros. Press {{k|Backspace}} on the macros you want to delete, then press {{k|Esc}} and select &amp;quot;Save and Exit&amp;quot;. This will also delete the corresponding macro file permanently. Otherwise, you can delete the corresponding .mak file from the init/macros/ folder, although that will only take effect the next time DF is run.&lt;br /&gt;
&lt;br /&gt;
Changing macros while the game is running uses a counter-intuitive process.  After editing the macro file, create a backup of it and remove the macro as described earlier. However, before saving the changes, place the backup file on the init/macros/ folder. Then save the changes and reload the macro with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Adding macros is also possible, resorting to the macro changing process. A &amp;quot;dummy&amp;quot; macro would be recorded and saved, then deleted. The macro that would be added would replace the dummy file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds ====&lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|b}}ed, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. You can then save your macro if you wish, though it's not necessary. Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
==== Placing Coffers ====&lt;br /&gt;
&lt;br /&gt;
Placing coffers (but ''not'' bags) requires an extra step. Pause the game (you ''did'' remember to pause before playing macros, didn't you?) and go to the Stocks menu. Forbid all bags, regardless of what's inside them or what they're being used for (this is temporary). Exit to main screen and repeat the steps above, this time placing containers in your rooms. You will end up placing only chests / coffers / boxes, ignoring any bags. Repeat and play back for the rest of your bedrooms, then un-forbid your bags before un-pausing the game.&lt;br /&gt;
&lt;br /&gt;
==== Resizing Rooms ====&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro to designate each room as a bedroom. {{k|q}}uery the building and select the first bed. Start a new macro and press {{k|r}} to designate it as a bedroom, then press + a few times to fill the available space. If you are fine with the size of the bedroom you can press enter, move on to the next bed, and repeat this for the whole row. If you want bedrooms that fill all the room and not all your bedrooms are the same size, you may have to press + a bit more or less for the larger cases. Repeat this for the rest of the rows as above.&lt;br /&gt;
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=== Mass Selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro you can select a lot of things at once. Extremely helpful if you want to sell a lot of junk to the caravans. Record {{k|enter}}, then {{k|down}} about 10-25 times in a row. (For some menus you may wish to use {{k|enter}}, then {{k|+}}) When the caravan arrives, your dwarves haul all the bins to your Trade Depot for sale as normal. At the trade menu, load the macro and play it as many times as you like. The macro will select all the items in your &amp;quot;for sale&amp;quot; list, saving the bins you carried them in for later use. Be sure to at least browse through the final list once you're done to avoid selling items you didn't wish to sell, i.e. items that were in the same bin as your trade goods that you wish to keep, or non-wood items if you're trading with the Elves.&lt;br /&gt;
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=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
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=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
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=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
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=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
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For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
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== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
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=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
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{{Category|Guides}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=288160</id>
		<title>Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=288160"/>
		<updated>2023-01-26T09:41:10Z</updated>

		<summary type="html">&lt;p&gt;Rattlesalad: /* Kiln-related Strange mood never exist? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bone requirement ==&lt;br /&gt;
&lt;br /&gt;
At least in my testing, when the dwarf asks for bones, it won't just take random bone (stacks) from rotted parts from battle or random wild animals(for example).&lt;br /&gt;
&lt;br /&gt;
I had to build a butcher's workshop and butcher an animal for the bone stack to count, so I think it's worth clarifying in case other people run into it, or I'm just completely misunderstanding how bone stacks work (in which case, again, I think it's worth explaining on this wiki page how to deal with this.&lt;br /&gt;
&lt;br /&gt;
== Metalworker bar requirement ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently states a metalworker may demand a bar of a preferred metal IF you've smelted it already. However, it seems like they can also demand them if you have ore available (or, they might just demand whatever their preference is and me having ore on hand was just coincidence). I have exactly one copper toy so it's possible I either previously smelted a bar of copper or imported one, which if there is a restriction on what they can demand might be how the dwarf &amp;quot;knows&amp;quot; I can in theory provide copper. I also have steel, billum, and iron bars available, so it's not a lack of metal bars generally. It seems like the restriction listed here about what bars metalworkers demand is either wrong, or has some weird corner case.&lt;br /&gt;
[[Special:Contributions/24.56.251.207|24.56.251.207]] 08:37, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kiln-related Strange mood never exist? ==&lt;br /&gt;
&lt;br /&gt;
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?&lt;/div&gt;</summary>
		<author><name>Rattlesalad</name></author>
	</entry>
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