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	<updated>2026-06-03T15:20:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=150614</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=150614"/>
		<updated>2011-06-22T23:44:14Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Floor Grate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids, {{L|arrow}}s or {{L|Miasma}} when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
Floor grates do no block {{L|fishing}} or taking water directly from a {{L|activity zone#Water_Source|water source}}, though they do prevent {{L|well}}s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
Floor Grate seem to dismantle when a heavy object, like a boulder, plumets on to it, say, from a waterfall, but stuff like fish falling from a waterfall just collect on it. It seems there is a point in which the grate dismantles, more testing is needed.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your uncareful dwarf on it), and you will experience the famous equation: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=150461</id>
		<title>v0.31:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=150461"/>
		<updated>2011-06-16T23:16:19Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Cleaning Your Dwarfs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:20, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor = Cleaning&lt;br /&gt;
| tasks =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cleaning''' is a type of {{l|labor}} used by dwarves in order to clean tiles. In order for dwarves to perform this task, it must be enabled inside the labor menu's Other Jobs tab. Cleaning is enabled by default in all dwarves.&lt;br /&gt;
&lt;br /&gt;
Though dwarves clean interior and non-muddied subterranean floors, they will not clean outside, and can track {{L|blood}}, ichor, and various hostile extracts across floors. Dwarves do clean melted ice off the beautiful {{L|ice|frozen}} (Inside) ground when ice melts in places where ice does melt. {{L|Rain}} will clean any tiles exposed to it (typically outdoors tiles,) and natural or generated {{L|mist}} will clean any creature passing through it and gradually wash the tile it is in.&lt;br /&gt;
&lt;br /&gt;
Defining a meeting area might get the dwarves to clean that area more often.  An effective way to get an area clean is to select a dwarf for the task, remove all their professions except Cleaning, and assign them to a small {{L|burrow}} designated around the area to be cleaned.  Burrowing a dwarf with only Cleaning assigned will keep an area much cleaner than it would remain on its own.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the Cleaning skill enabled occasionally clean themselves, using any water source, and {{L|soap}} if available (see bug below.) Any blood and other substances will be washed to the floor to spread to other dwarves and animals; barefoot creatures, like animals, children, and many dwarves, can become afflicted with possibly poisonous substances washed off another's body, clothing or weapons. A grating beneath the dwarf will permit washed substances to drain.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*There is currently a bug leading to spam of messages &amp;quot;cannot clean self&amp;quot; whenever soap is available; the only known workaround is to ensure that all of your soap is stored in chests in your hospital.&lt;br /&gt;
*&amp;quot;Clean&amp;quot; job uses underground/aboveground instead of inside/outside to determine what gets cleaned{{bug|1140}}&lt;br /&gt;
*Cleaning labor is not working{{bug|425}}&lt;br /&gt;
==Cleaning Your Dwarfs==&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Bathtub.PNG|thumb|right|A simple Dwarven Bathtub constructed out of {{L|microcline}}.  For style points, construct the ramps out of soap.]]&lt;br /&gt;
&lt;br /&gt;
Given the number of diseases carried by forgotten beasts and the risks of infection, it's a good idea to try to keep your dwarves clean.  This can be accomplished in a number of ways, such as by creating a {{L|waterfall}} in an area that your dwarves will walk through, or using complex [http://www.bay12forums.com/smf/index.php?topic=34407.0 mist generation schemes].  Perhaps the simplest way of all, though, is to make a [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]]:  just make a {{L|channel}} and fill it with 3/7 water via a {{L|Activity_zone#Pit.2FPond|pond zone}}, being careful to remove or deactivate the zone before it gets too full.  If you do it outdoors in one of the warmer biomes, build a roof over it so that the water tiles become {{DFtext|Inside|6:0}} to prevent evaporation.  Be careful not to put these outside in any biome which freezes, because freezing water will kill anyone in the tub when it freezes over.  They should be safe from freezing so long as all the tiles with water show up as {{DFtext|Subterranean|0:1}} when you look at them. Because {{L|Noble|nobody}} would want that to happen!  The warmer biomes don't have this worry.&lt;br /&gt;
&lt;br /&gt;
One of these across each fortress entrance, each cavern entrance and the hospital entrance will go a long way towards keeping contamination under control.  If you need to clean specific civilian dwarves, create a lever that does nothing at the end of a hallway on the far side of a Dwarven Bathtub, assign the lever to that dwarf (this part requires a {{L|Manager}} noble), and order the lever to be pulled.  This also works to clean contaminated pets, if you find the pet owner and order them to pull the lever. Unowned animals, of course, can just be butchered or thrown into the tub (change your pond zone to a pit zone and drop them in). Military dwarves can simply be stationed on the other side of the tub.&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=150352</id>
		<title>v0.31:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=150352"/>
		<updated>2011-06-13T22:49:36Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buggy}}&lt;br /&gt;
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are the wandering remnants of intelligent dead creatures (and dwarves).  They have a chance of appearing if corpses are not properly {{L|coffin|buried}} or {{L|memorial|memorialized}}. They haunt their best friends and follow them around on the same tile, and may linger around areas they frequented in life.  Even babies can become ghosts and there are current&amp;lt;sup&amp;gt;v31.18&amp;lt;/sup&amp;gt; reports that dwarves can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up while dead] and even [http://www.bay12forums.com/smf/index.php?topic=75255.15 die of old age].&lt;br /&gt;
&lt;br /&gt;
Ghosts appear to walk through walls and cannot be harmed by atom-smashing.  They can be dismissed by burying the remains or by engraving rock slabs in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
They can also be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked.&lt;br /&gt;
&lt;br /&gt;
Additionally, ghosts can do the following to the living:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+Types of Ghosts&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;20%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;30%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Murders Dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters, scares &amp;amp; paralyses Dwarves (capable of scaring a dwarf to death).&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters Dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters Dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers (Confirmation?)&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Troubled life history.&lt;br /&gt;
||Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|&amp;quot;Accidental&amp;quot; death&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Ghost names that can't be engraved on a slab and nameless slab engravings. {{bug|3708}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=150274</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=150274"/>
		<updated>2011-06-11T23:18:28Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Raising and Retracting Bridges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:21, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by {{L|pump}}, {{L|river}} or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of {{L|metal}}, {{L|stone}} or {{L|wood}}. They are first designed by an {{L|architect}}, then require a specialist worker for the material used (e.g. a {{L|mason}} for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
==Raising and Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a {{L|mechanic's workshop}} and a dwarf with the {{l|mechanics}} labor activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing eachother, with no space inbetween. For added effect, place {{L|pressure plates}} on both ends to raise the bridge when steped on, to fling them, if there is a {{L|floor}} directly above, they will be stunned, (If there is a floor beneath the brige) and if nobody is on the pressure plate, they have to be lucky to not be smashed on the smashed when the bridges come down. (If there is no floor beneath the bridge) they will fall, sometimes into something {{L|water|very,}} {{L|magma|very}} {{L|megabeast|bad.}}&lt;br /&gt;
&lt;br /&gt;
Walls cannot be built along map edges.  Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map.  &lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a waste disposal for unwanted stones, {{L|refuse}}, {{l|goblin}}s (dead or alive), legendary {{l|cheese}} makers and {{L|nobles}}, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a {{L|forgotten beast}}) simply destroys the bridge.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Retractable bridges will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[http://www.youtube.com/watch?v=mS5f_Snz-Y8].&lt;br /&gt;
*This is true except that I was able to retract the bridge if only 1 or 2 mounted units were standing on it.  Could it have to do with a weight limit? &lt;br /&gt;
*Can't retract bridge with 7 goblins on. Seems like a weight limit...&lt;br /&gt;
*The same applies to raiseable bridges.&lt;br /&gt;
&lt;br /&gt;
The above is not true.  Bridges will not operate if any one creature of size 1200000 is on them.  This weight limit is not cumulative.  A bridge will still retract if a hundred goblins are standing on it, but a single rutherer accompanying those goblins will prevent the bridge from operating.  This limit is the same for retracting or raising bridges.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.  This is also true if a dragon breathes fire across your bridge.&lt;br /&gt;
&lt;br /&gt;
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.&lt;br /&gt;
&lt;br /&gt;
Traders might expect 5 tiles wide bridges. One tile width apparently wasn't good enough for them and they went insane. (.31.12)&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside.&lt;br /&gt;
&lt;br /&gt;
You can steal from traders with bridges (depends on the bridge's thieving skill).{{bug|3128}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
SELF CLEANING BRIDGE&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know what you may be thinking.  How could my bridge, with a dozen goblins standing on it, be raised? You would be right!  A normal bridge can't!.  But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a pit!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don't just build any pit; it needs a special shape for the bridge to function properly:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: x = channeled out section   . = solid ground&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Bridges.  Plural. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be making many small bridges.  Each letter designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt; &amp;gt; = bridge lifting direction  (A) = bridge &amp;quot;A&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;A)(B&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;C)(D&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;E)(F&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;G)(H&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;I)(J&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that &amp;quot;K&amp;quot; has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance.  In this design the exit bridges are all 3 x 1 in size.&lt;br /&gt;
This can be any length or width (up to 20 spaces wide). Only the basic shape is important.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 3: Arming the trap! &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the most simple step, but also probably the longest one.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link all of individual bridges to ONE lever.  Yeah, it takes a bit, but it's worth it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step FINAL: Destruction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=150273</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=150273"/>
		<updated>2011-06-11T23:18:14Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Raising and Retracting Bridges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:21, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by {{L|pump}}, {{L|river}} or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of {{L|metal}}, {{L|stone}} or {{L|wood}}. They are first designed by an {{L|architect}}, then require a specialist worker for the material used (e.g. a {{L|mason}} for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
==Raising and Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a {{L|mechanic's workshop}} and a dwarf with the {{l|mechanics}} labor activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing eachother, with no space inbetween. For added effect, place {{L|pressure plates}} on both ends to raise the bridge when steped on, to fling them, if there is a {{L|floor}} directly above, they will be stunned, (If there is a floor beneath the brige) and if nobody is on the pressure plate, they have to be lucky to not be smashed on the smashed when the bridges come down. (If there is no floor beneath the bridge) they will fall, sometimes into something {{L|water,|very}} {{L|magma|very}} {{L|megabeast|bad.}}&lt;br /&gt;
&lt;br /&gt;
Walls cannot be built along map edges.  Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map.  &lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a waste disposal for unwanted stones, {{L|refuse}}, {{l|goblin}}s (dead or alive), legendary {{l|cheese}} makers and {{L|nobles}}, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a {{L|forgotten beast}}) simply destroys the bridge.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Retractable bridges will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[http://www.youtube.com/watch?v=mS5f_Snz-Y8].&lt;br /&gt;
*This is true except that I was able to retract the bridge if only 1 or 2 mounted units were standing on it.  Could it have to do with a weight limit? &lt;br /&gt;
*Can't retract bridge with 7 goblins on. Seems like a weight limit...&lt;br /&gt;
*The same applies to raiseable bridges.&lt;br /&gt;
&lt;br /&gt;
The above is not true.  Bridges will not operate if any one creature of size 1200000 is on them.  This weight limit is not cumulative.  A bridge will still retract if a hundred goblins are standing on it, but a single rutherer accompanying those goblins will prevent the bridge from operating.  This limit is the same for retracting or raising bridges.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.  This is also true if a dragon breathes fire across your bridge.&lt;br /&gt;
&lt;br /&gt;
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.&lt;br /&gt;
&lt;br /&gt;
Traders might expect 5 tiles wide bridges. One tile width apparently wasn't good enough for them and they went insane. (.31.12)&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside.&lt;br /&gt;
&lt;br /&gt;
You can steal from traders with bridges (depends on the bridge's thieving skill).{{bug|3128}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
SELF CLEANING BRIDGE&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know what you may be thinking.  How could my bridge, with a dozen goblins standing on it, be raised? You would be right!  A normal bridge can't!.  But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a pit!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don't just build any pit; it needs a special shape for the bridge to function properly:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: x = channeled out section   . = solid ground&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Bridges.  Plural. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be making many small bridges.  Each letter designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt; &amp;gt; = bridge lifting direction  (A) = bridge &amp;quot;A&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;A)(B&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;C)(D&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;E)(F&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;G)(H&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;I)(J&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that &amp;quot;K&amp;quot; has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance.  In this design the exit bridges are all 3 x 1 in size.&lt;br /&gt;
This can be any length or width (up to 20 spaces wide). Only the basic shape is important.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 3: Arming the trap! &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the most simple step, but also probably the longest one.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link all of individual bridges to ONE lever.  Yeah, it takes a bit, but it's worth it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step FINAL: Destruction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=149923</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=149923"/>
		<updated>2011-06-04T16:50:03Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:06, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} [in and out] and liquids, {{L|mist}}, {{L|steam}} and {{L|smoke}}, but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles on the Z-level above, to make a roof against flyers.&lt;br /&gt;
&lt;br /&gt;
Note that goblin '''elite''' bowmen and crossbowmen have sufficient skill to ignore the distance from your fortifications; they will shoot right through every time and (likely) decimate your forces.&lt;br /&gt;
&lt;br /&gt;
Beware that fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall {{L|grate}}s and vertical {{L|bars}} work, but they are vulnerable to {{L|building destroyer}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}} you can throw items such as such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses through the wall, anything but climb through them.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from {{L|construction|constructed}} walls or {{L|smoothing|smooth}}ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=149922</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=149922"/>
		<updated>2011-06-04T16:35:49Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:06, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} [in and out] and liquids, {{L|mist}}, {{L|steam}} and {{L|smoke}}, but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles on the Z-level above, to make a roof against flyers.&lt;br /&gt;
&lt;br /&gt;
Note that goblin '''elite''' bowmen and crossbowmen have sufficient skill to ignore the distance from your fortifications; they will shoot right through every time and (likely) decimate your forces.&lt;br /&gt;
&lt;br /&gt;
Beware that fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall {{L|grate}}s and vertical {{L|bars}} work, but they are vulnerable to {{L|building destroyer}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from {{L|construction|constructed}} walls or {{L|smoothing|smooth}}ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=149921</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=149921"/>
		<updated>2011-06-04T16:34:46Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:06, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} [in and out] and liquids, {{L|mist}} and {{L|smoke}}, but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles on the Z-level above, to make a roof against flyers.&lt;br /&gt;
&lt;br /&gt;
Note that goblin '''elite''' bowmen and crossbowmen have sufficient skill to ignore the distance from your fortifications; they will shoot right through every time and (likely) decimate your forces.&lt;br /&gt;
&lt;br /&gt;
Beware that fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall {{L|grate}}s and vertical {{L|bars}} work, but they are vulnerable to {{L|building destroyer}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from {{L|construction|constructed}} walls or {{L|smoothing|smooth}}ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=149903</id>
		<title>v0.31:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=149903"/>
		<updated>2011-06-03T21:30:02Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are structures that provide access to a water source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the alcohol runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. Grates will not stop building destroyers.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes). Using the well (10 times) will take a small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished. A well can be defined as a meeting area with the q key. Un-defining the meeting area will break up any party that is currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Using a well provides that dwarf with a happy thought, especially if you make the well with high-quality chains and buckets, or the building designer produces a high quality result. Drinking stagnant water from a well will still lead to a bad thought. In order to avoid drawing 'water laced with mud', your well needs to have two z-levels of water in it. Badly wounded dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up.  Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough, the tile can also be used for fishing.&lt;br /&gt;
&lt;br /&gt;
Dwarves will use the well to wash themselves.  This means that if dwarves are exposed to [[contaminant]]s such as blood, it may accumulate around your well. Deadly contaminants from Forgotten Beasts can and will accumulate around your wells, too. Wells in highly trafficked areas can become death traps this way, quickly spreading the syndrome to your entire fort. One approach to decontamination is to build wells off the beaten path, in a nook limiting access to one tile, and placing a drawbridge atom smasher over that tile. Whenever a dwarf leaves a mess by a well, lock the access doors and smash that mess with a bridge. Another approach involves flooding the area around the well and draining the excess water off screen somehow. Removing the contaminants from the map is the only sure way to deal with them permanently and stop them from killing your FPS, and your dwarves if they are deadly.&lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any {{L|water pressure}} to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) {{L|well guide}}.&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an [[aquifer]], a [[river]], a [[brook]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least 3/7 deep.  The water can be any distance directly below the well.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. If the source is not moving (e.g. a [[murky pool]]), the water source should be at least two squares deep, or the water from the well will be stagnant. [[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 {{L|block}}&lt;br /&gt;
:* 1 {{L|bucket}} &lt;br /&gt;
:* 1 {{L|chain}} or 1 {{L|rope}}&lt;br /&gt;
:* 1 {{L|mechanism}} &lt;br /&gt;
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles, there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the {{L|architecture}} {{L|labor}} designated to design, and then a {{L|mason}}/{{L|carpenter}}/{{L|metalsmith}} to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;. If the well is flooding, it will display &amp;quot;bucket is full of water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the actual rope and bucket travel through the z-level. Although interesting, if your water source is very deep it may take awhile for a single dwarf to obtain his or her ration of water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures, as evidenced by dwarves falling in. Hatches, floor bars and floor grates will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a lever. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. Wells cannot function through a stairwell. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
Wells can be removed if it is in an area where ice freezes, and you place it over top of water that freezes, the well will be deconstructed to it's original parts, but if the ice melts, the parts may be lost. One solution is to place it one tile over any outdoor water.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=149897</id>
		<title>v0.31:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=149897"/>
		<updated>2011-06-03T12:58:33Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Removal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are structures that provide access to a water source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the alcohol runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. Grates will not stop building destroyers.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components. Using the well (10 times) will take a small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished. A well can be defined as a meeting area with the q key. Un-defining the meeting area will break up any party that is currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Using a well provides that dwarf with a happy thought, especially if you make the well with high-quality chains and buckets, or the building designer produces a high quality result. Drinking stagnant water from a well will still lead to a bad thought. In order to avoid drawing 'water laced with mud', your well needs to have two z-levels of water in it. Badly wounded dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up.  Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough, the tile can also be used for fishing.&lt;br /&gt;
&lt;br /&gt;
Dwarves will use the well to wash themselves.  This means that if dwarves are exposed to [[contaminant]]s such as blood, it may accumulate around your well. Deadly contaminants from Forgotten Beasts can and will accumulate around your wells, too. Wells in highly trafficked areas can become death traps this way, quickly spreading the syndrome to your entire fort. One approach to decontamination is to build wells off the beaten path, in a nook limiting access to one tile, and placing a drawbridge atom smasher over that tile. Whenever a dwarf leaves a mess by a well, lock the access doors and smash that mess with a bridge. Another approach involves flooding the area around the well and draining the excess water off screen somehow. Removing the contaminants from the map is the only sure way to deal with them permanently and stop them from killing your FPS, and your dwarves if they are deadly.&lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any {{L|water pressure}} to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) {{L|well guide}}.&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an [[aquifer]], a [[river]], a [[brook]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least 3/7 deep.  The water can be any distance directly below the well.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. If the source is not moving (e.g. a [[murky pool]]), the water source should be at least two squares deep, or the water from the well will be stagnant. [[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 {{L|block}}&lt;br /&gt;
:* 1 {{L|bucket}} &lt;br /&gt;
:* 1 {{L|chain}} or 1 {{L|rope}}&lt;br /&gt;
:* 1 {{L|mechanism}} &lt;br /&gt;
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles, there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the {{L|architecture}} {{L|labor}} designated to design, and then a {{L|mason}}/{{L|carpenter}}/{{L|metalsmith}} to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;. If the well is flooding, it will display &amp;quot;bucket is full of water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the actual rope and bucket travel through the z-level. Although interesting, if your water source is very deep it may take awhile for a single dwarf to obtain his or her ration of water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures, as evidenced by dwarves falling in. Hatches, floor bars and floor grates will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a lever. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. Wells cannot function through a stairwell. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
Wells can be removed if it is in an area where ice freezes, and you place it over top of water that freezes, the well will be deconstructed to it's original parts, but if the ice melts, the parts may be lost. One solution is to place it one tile over any outdoor water.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=149896</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=149896"/>
		<updated>2011-06-03T12:56:02Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Freezing/Thawing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean}}s, {{l|lake}}s, {{l|river}}s, and {{l|brook}}s. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''blood''', '''ichor''', or '''goo'''. (The game can be {{l|Technical tricks#The look of the game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarfs can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example bellow.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
{{l|Murky pool|Murky pools}} are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing/Thawing==&lt;br /&gt;
Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However water a single tile away that is in an underground tunnel will not freeze. When ice thaws it always leaves a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf {{L|swimming}} in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to {{L|drown}}ing.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in {{L|bucket}}s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
{{L|Glacier#Cave-in_some ice_|Caving in an ice wall}} into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a {{L|glacier}} biome without having to use a {{L|pump}} stack to pump water up from a {{L|cavern}} pool.&lt;br /&gt;
&lt;br /&gt;
If you contructed a {{L|well}} or a {{L|Grate|floor grate}} right over top of water and it freezes, the items with will be deconstructed to it's original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river}}s, {{l|brook}}s, {{l|ocean}}s, {{l|aquifer}}s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate}}s and be aware of how {{l|pressure}} works or you could easily end up {{l|flood}}ing your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink {{L|booze}}, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors.  A smoothed floor does not count and is considered to be natural stone.  If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water.  Note that you will need a {{l|well}} to access the cistern as a water source.  Since the old 40d method of using a {{l|well}} to desalinate water still works in 0.31, building a well over the nearest natural water source is also sufficient.  When embarking in a salt water biome, it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well.&lt;br /&gt;
&lt;br /&gt;
If your embark area contains multiple biomes, you may not have to build a cistern.  If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=149895</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=149895"/>
		<updated>2011-06-03T12:55:32Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Freezing/Thawing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean}}s, {{l|lake}}s, {{l|river}}s, and {{l|brook}}s. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''blood''', '''ichor''', or '''goo'''. (The game can be {{l|Technical tricks#The look of the game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarfs can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example bellow.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
{{l|Murky pool|Murky pools}} are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing/Thawing==&lt;br /&gt;
Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However water a single tile away that is in an underground tunnel will not freeze. When ice thaws it always leaves a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf {{L|swimming}} in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to {{L|drown}}ing.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in {{L|bucket}}s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
{{L|Glacier#Cave-in_some ice_|Caving in an ice wall}} into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a {{L|glacier}} biome without having to use a {{L|pump}} stack to pump water up from a {{L|cavern}} pool.&lt;br /&gt;
&lt;br /&gt;
If you contructed a {{L|well}} or a {{L|Grate|Floor Grate}} right over top of water and it freezes, the items with will be deconstructed to it's original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river}}s, {{l|brook}}s, {{l|ocean}}s, {{l|aquifer}}s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate}}s and be aware of how {{l|pressure}} works or you could easily end up {{l|flood}}ing your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink {{L|booze}}, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors.  A smoothed floor does not count and is considered to be natural stone.  If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water.  Note that you will need a {{l|well}} to access the cistern as a water source.  Since the old 40d method of using a {{l|well}} to desalinate water still works in 0.31, building a well over the nearest natural water source is also sufficient.  When embarking in a salt water biome, it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well.&lt;br /&gt;
&lt;br /&gt;
If your embark area contains multiple biomes, you may not have to build a cistern.  If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheese_maker&amp;diff=149874</id>
		<title>v0.31:Cheese maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheese_maker&amp;diff=149874"/>
		<updated>2011-06-02T22:34:53Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:21, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Cheese Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Cheese making}}&lt;br /&gt;
| workshop = {{L|Farmer's workshop}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make cheese&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cheese maker''' is the skill associated with the '''cheese making''' {{L|labor}}. Cheese makers turn {{L|milk}} into {{L|cheese}} at the {{L|farmer's workshop}}. Since {{L|skill}} does not produce higher quality cheese, a highly skilled cheese maker is not particularly valuable.{{verify}}&lt;br /&gt;
&lt;br /&gt;
When a dwarf is not making cheese, here is a list of jobs he might be good as: Milker, Decoy, and Trap Tester.&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowning_Sturgeon.png&amp;diff=149873</id>
		<title>File:Drowning Sturgeon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowning_Sturgeon.png&amp;diff=149873"/>
		<updated>2011-06-02T21:53:53Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good news, he died. More good news, even more died. Bad news, Thier bodies could not be recovered.&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149872</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149872"/>
		<updated>2011-06-02T21:52:40Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|thumb|left|End of the world? Fear not, {{L|booze}} and time will get rid of this nightmare!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
Sturgeons need more than 3/7 full of water to be happpy and not 'drown'. When they start drowning, but get back to 4/7 water or more, they will be winded.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149871</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149871"/>
		<updated>2011-06-02T21:48:33Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|thumb|left|End of the world? Fear not, {{L|booze}} and time will get rid of this nightmare!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
Sturgeons need more than 2/7 full of water to be happpy and not 'drown'.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149860</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149860"/>
		<updated>2011-06-02T13:30:17Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|thumb|left|End of the world? Fear not, {{L|booze}} and time will get rid of this nightmare!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
Sturgeons need more than 2/7 full of water to be happpy and not 'drown'.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Preferences&amp;diff=149859</id>
		<title>v0.31:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Preferences&amp;diff=149859"/>
		<updated>2011-06-02T13:10:18Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Benefits to Productivity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Preferences are {{L|material}}s, {{L|creature}}s, or objects described as being liked by a dwarf in their profile. A dwarf's preferences (and disliked vermin) tend to feature in artwork the dwarf makes more often than subjects not listed in a dwarf's profile. For example, a mason that likes {{L|cow}}s for their haunting moos and absolutely detests {{L|bat}}s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.&lt;br /&gt;
&lt;br /&gt;
==Benefits to Productivity==&lt;br /&gt;
A dwarf working with a material they like will produce higher {{L|quality}} goods. For example, a {{L|mechanic}} that likes olivine will generally make better {{L|olivine}} mechanisms than {{L|granite}} ones. This is most important during {{L|embark}}, when individual personality profiles and skills can be best matched up according to your specifications. &lt;br /&gt;
&lt;br /&gt;
Want high quality bedrooms? Make the dwarf that likes {{L|bed}}s your {{L|carpenter}}. (For some reason, only a few dwarves love beds, others just live with mutual acceptance of them.) Want to build wealth absurdly fast? Make the dwarf that likes gold your {{L|blacksmith}}. Want to outfit your military with classy armor? {{L|armorsmith|Urist McLikesbreastplates}} would be a good candidate for the job.&lt;br /&gt;
&lt;br /&gt;
==Value Considerations==&lt;br /&gt;
&lt;br /&gt;
It has been noted that preferences have an effect on how dwarves perceive the value of a {{L|room}} and {{L|furniture}}, though the exact details are not yet known. This can be both a blessing and a curse. &lt;br /&gt;
&lt;br /&gt;
A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier. &lt;br /&gt;
&lt;br /&gt;
If your king absolutely detests large roaches, a ☼platinum {{L|statue}} of a {{L|large roach}}☼ in their bedroom will actually give them ''negative'' thoughts about their {{L|bedroom}}. &lt;br /&gt;
&lt;br /&gt;
This phenomenon is particularly important when choosing an {{L|engraver}}: although rare, some dwarves do not detest {{L|vermin}}, and will therefore do things like fill your rat-phobic {{L|mayor}}'s {{L|office}} with masterfully designed images of {{L|rat}}s.&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149844</id>
		<title>v0.31:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149844"/>
		<updated>2011-06-01T22:54:44Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
Fish can be caught by a dwarf with the {{L|fishing}} {{L|labor}} enabled. Fish will be caught raw, and must be {{l|fishery|processed}} before being edible. Fish can be a good food source for an early fortress, but larger fortresses should probably butcher large animals like {{L|whale|whales}} or start {{L|Farming|growing}} their own food.&lt;br /&gt;
&lt;br /&gt;
Small fish are treated as {{L|vermin}}, and can only be harvested by processing. They will not show up on the {{k|u}}nit menu nor will they have any status when {{k|v}}iewed. As such, it is difficult to know how many are on the map. However, if there are no small fish in an area, the game will announce it.  Note that the vermin you can sometimes actually ''see'' seem to have no relation to what you can fish {{verify}}; that is, if you see a turtle in a murky pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.&lt;br /&gt;
&lt;br /&gt;
Larger fish, such as {{L|carp}} and {{L|halibut}}, are individual {{L|creatures}}, and are {{L|Butchery|butchered}} to become food, rather than processed. Larger fish, such as those stated above, ''can'' fall over in the water, stand in water, vomit in water, and kill a {{L|drunk|drunken}} {{L|Dwarf|stout}} fisherman, who is the only sourse of food in a early fortress, by making them dodge into the water when the fish decides to go after him.&lt;br /&gt;
&lt;br /&gt;
Due to the relative ease at which fish can be acquired in the early game with a sufficiently skilled Fisherdwarf, fish are often a stable source of food for newer outposts which have not established a stable agricultural system yet. They are also an excellent supplement to any larder.&lt;br /&gt;
&lt;br /&gt;
Most, if not all fish yield [[bones]]. Some, such as {{L|turtle|turtles}} yield [[shell]]s too - all of which can be used by {{L|bone carver|bone carvers}} to create a range of items from armor to arrows or even toys.&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall in your land, fish may decide to jump off and do suicide, every year, So it is good to put a grte under the waterfall for fish to jump into, so that they suffocate, than you can butcher them for meat and bones, otherwise it is hard to butch fish corpses.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*There are so few {{L|cave fish}} and {{L|cave lobster}}s in the world that you probably won't get any on your site. {{Bug|4505}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Fishing}}&lt;br /&gt;
*{{L|Fishery}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149795</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149795"/>
		<updated>2011-05-31T23:05:35Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|thumb|left|End of the world? Fear not, {{L|booze}} and time will get rid of this nightmare!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149794</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149794"/>
		<updated>2011-05-31T23:05:18Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|left|End of the world? Fear not, {{L|booze}} and time will get rid of this nightmare!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149793</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149793"/>
		<updated>2011-05-31T23:05:02Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|thumb|left|End of the world? Fear not, {{L|booze}} and time will get rid of this nightmare!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149792</id>
		<title>v0.31:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sturgeon&amp;diff=149792"/>
		<updated>2011-05-31T23:03:07Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with {{L|Surgeon}}, a job title possessed by some members of the {{L|healthcare}} profession.''&lt;br /&gt;
----&lt;br /&gt;
{{quality|Fine|19:34, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drowning_Sturgeon.png|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While most of the large fish of 40d are no longer dangerous, '''sturgeons''' are just as deadly as ever. As large as a {{L|walrus}}, they have a very strong bite attack, able to easily and rapidly remove the limbs from a human-size target.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowning_Sturgeon.png&amp;diff=149791</id>
		<title>File:Drowning Sturgeon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowning_Sturgeon.png&amp;diff=149791"/>
		<updated>2011-05-31T22:57:58Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: A picture I took... He was only drowing when I paused it and viewed it, he was winder when I just vied it and it auto-paused... Happened to another fish before it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture I took... He was only drowing when I paused it and viewed it, he was winder when I just vied it and it auto-paused... Happened to another fish before it.&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149759</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149759"/>
		<updated>2011-05-30T23:05:23Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Wall Grate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids, {{L|arrow}}s or {{L|Miasma}} when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149721</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149721"/>
		<updated>2011-05-29T16:55:41Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves, {{L|pet}}s and liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 doors side by side though. (X = Wall, o = Door, _ = Empty Tile) Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) construct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall. (XoooX)&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While {{L|stone}}, {{L|wood}}, and {{L|glass}} doors require only a single building material, {{L|metal}} doors are intended to require 3 {{L|bar}}s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous {{L|Dog|Wardogs}}.}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149720</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149720"/>
		<updated>2011-05-29T16:54:59Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves, {{L|pet}}s and liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 doors side by side though. Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) construct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall. (XoooX)&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While {{L|stone}}, {{L|wood}}, and {{L|glass}} doors require only a single building material, {{L|metal}} doors are intended to require 3 {{L|bar}}s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous {{L|Dog|Wardogs}}.}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149719</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149719"/>
		<updated>2011-05-29T16:54:25Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves, {{L|pet}}s and liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 doors side by side though. Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) cunstruct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall. (XoooX)&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While {{L|stone}}, {{L|wood}}, and {{L|glass}} doors require only a single building material, {{L|metal}} doors are intended to require 3 {{L|bar}}s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous {{L|Dog|Wardogs}}.}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149696</id>
		<title>v0.31:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149696"/>
		<updated>2011-05-28T21:42:26Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
Fish can be caught by a dwarf with the {{L|fishing}} {{L|labor}} enabled. Fish will be caught raw, and must be {{l|fishery|processed}} before being edible. Fish can be a good food source for an early fortress, but larger fortresses should probably butcher large animals like {{L|whale|whales}} or start {{L|Farming|growing}} their own food.&lt;br /&gt;
&lt;br /&gt;
Small fish are treated as {{L|vermin}}, and can only be harvested by processing. They will not show up on the {{k|u}}nit menu nor will they have any status when {{k|v}}iewed. As such, it is difficult to know how many are on the map. However, if there are no small fish in an area, the game will announce it.  Note that the vermin you can sometimes actually ''see'' seem to have no relation to what you can fish {{verify}}; that is, if you see a turtle in a murky pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.&lt;br /&gt;
&lt;br /&gt;
Larger fish, such as {{L|carp}} and {{L|halibut}}, are individual {{L|creatures}}, and are {{L|Butchery|butchered}} to become food, rather than processed. Larger fish, such as those stated above, ''can'' fall over in the water, stand in water, vomit in water, and kill a {{L|drunk|drunken}} {{L|Dwarf|stout}} fisherman, who is the only sourse of food in a early fortress, by making them dodge into the water when the fish decides to go after him.&lt;br /&gt;
&lt;br /&gt;
Due to the relative ease at which fish can be acquired in the early game with a sufficiently skilled Fisherdwarf, fish are often a stable source of food for newer outposts which have not established a stable agricultural system yet. They are also an excellent supplement to any larder.&lt;br /&gt;
&lt;br /&gt;
Most, if not all fish yield [[bones]]. Some, such as {{L|turtle|turtles}} yield [[shell]]s too - all of which can be used by {{L|bone carver|bone carvers}} to create a range of items from armor to arrows or even toys.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Fishing}}&lt;br /&gt;
*{{L|Fishery}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149695</id>
		<title>v0.31:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149695"/>
		<updated>2011-05-28T21:40:21Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
Fish can be caught by a dwarf with the {{L|fishing}} {{L|labor}} enabled. Fish will be caught raw, and must be {{l|fishery|processed}} before being edible. Fish can be a good food source for an early fortress, but larger fortresses should probably butcher large animals like {{L|whale|whales}} or start {{L|Farming|growing}} their own food.&lt;br /&gt;
&lt;br /&gt;
Small fish are treated as {{L|vermin}}, and can only be harvested by processing. They will not show up on the {{k|u}}nit menu nor will they have any status when {{k|v}}iewed. As such, it is difficult to know how many are on the map. However, if there are no small fish in an area, the game will announce it.  Note that the vermin you can sometimes actually ''see'' seem to have no relation to what you can fish {{verify}}; that is, if you see a turtle in a murky pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.&lt;br /&gt;
&lt;br /&gt;
Larger fish, such as {{L|carp}} and {{L|halibut}}, are individual {{L|creatures}}, and are {{L|Butchery|butchered}} to become food, rather than processed. Larger fish, such as those stated above, ''can'' fall over in the water, stand in water, vomit in water, and kill a {{L|drunk|drunken}} {{L|Dwarf|stout}} {{L|Humanoid|humaniod}} who is the only sorse of food in a early fortress, by making them dodge into the water when the fish decides to go after him.&lt;br /&gt;
&lt;br /&gt;
Due to the relative ease at which fish can be acquired in the early game with a sufficiently skilled Fisherdwarf, fish are often a stable source of food for newer outposts which have not established a stable agricultural system yet. They are also an excellent supplement to any larder.&lt;br /&gt;
&lt;br /&gt;
Most, if not all fish yield [[bones]]. Some, such as {{L|turtle|turtles}} yield [[shell]]s too - all of which can be used by {{L|bone carver|bone carvers}} to create a range of items from armor to arrows or even toys.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Fishing}}&lt;br /&gt;
*{{L|Fishery}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149694</id>
		<title>v0.31:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=149694"/>
		<updated>2011-05-28T21:35:18Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
Fish can be caught by a dwarf with the {{L|fishing}} {{L|labor}} enabled. Fish will be caught raw, and must be {{l|fishery|processed}} before being edible. Fish can be a good food source for an early fortress, but larger fortresses should probably butcher large animals like {{L|whale|whales}} or start {{L|Farming|growing}} their own food.&lt;br /&gt;
&lt;br /&gt;
Small fish are treated as {{L|vermin}}, and can only be harvested by processing. They will not show up on the {{k|u}}nit menu nor will they have any status when {{k|v}}iewed. As such, it is difficult to know how many are on the map. However, if there are no small fish in an area, the game will announce it.  Note that the vermin you can sometimes actually ''see'' seem to have no relation to what you can fish {{verify}}; that is, if you see a turtle in a murky pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.&lt;br /&gt;
&lt;br /&gt;
Larger fish, such as {{L|carp}} and {{L|halibut}}, are individual {{L|creatures}}, and are {{L|Butchery|butchered}} to become food, rather than processed. Larger fish, such as those stated above, ''can'' fall over in the water.&lt;br /&gt;
&lt;br /&gt;
Due to the relative ease at which fish can be acquired in the early game with a sufficiently skilled Fisherdwarf, fish are often a stable source of food for newer outposts which have not established a stable agricultural system yet. They are also an excellent supplement to any larder.&lt;br /&gt;
&lt;br /&gt;
Most, if not all fish yield [[bones]]. Some, such as {{L|turtle|turtles}} yield [[shell]]s too - all of which can be used by {{L|bone carver|bone carvers}} to create a range of items from armor to arrows or even toys.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Fishing}}&lt;br /&gt;
*{{L|Fishery}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishery&amp;diff=149693</id>
		<title>v0.31:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishery&amp;diff=149693"/>
		<updated>2011-05-28T21:24:44Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{Workshop|name=Fishery|key=h|job={{L|Fish cleaner|Fish cleaning}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish cleaner|Fish cleaning}}&lt;br /&gt;
|use=&lt;br /&gt;
* Raw {{L|fish}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Meat|Fish meat}}&lt;br /&gt;
* {{L|Shell|Shells}}&lt;br /&gt;
* {{L|Captured live fish}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''fishery''' {{L|workshop}} handles the preparation of raw {{L|fish}}. This process yields prepared fish, {{L|turtle|turtles}}, and {{L|cave lobster|lobsters}}, and will additionally give {{L|shell|shells}} in the case of turtles, oysters, and other shelled animals.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Fishery'''&lt;br /&gt;
&lt;br /&gt;
*{{k|p}} :Process a Raw Fish&lt;br /&gt;
*{{k|e}} :Extract from a Raw Fish&lt;br /&gt;
*{{k|f}} :Capture a Live Fish&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*The preparation task is automated by default, a procedure that can be changed with {{key|o}}{{L|order|rders}}, {{key|W}}orkshop Orders, Auto {{key|f}}ishery.&lt;br /&gt;
* Using the Capture Live Fish task when water sources are frozen results in a fisherdwarf (or any {{L|Noble}} who 'volenteers' to help the community by helping out the poor, poor, peasents.) spending the season outside and holding the trap.&lt;br /&gt;
* Without an available {{L|animal trap}}, the Capture Live Fish task will stop automated fish preparations.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149619</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149619"/>
		<updated>2011-05-25T17:51:51Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Wall Grate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids or {{L|arrow}}s when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149618</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149618"/>
		<updated>2011-05-25T17:16:53Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Wall Grate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids or {{L|arrow}}s when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
Fish can swim through wall grates placed underwater.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149617</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149617"/>
		<updated>2011-05-25T17:16:14Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Wall Grate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids or {{L|arrow}}s when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
Fish can swim through grates placed underwater.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goblin&amp;diff=149548</id>
		<title>v0.31:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goblin&amp;diff=149548"/>
		<updated>2011-05-23T16:41:48Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:54, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Goblins are intelligent, mean-spirited humanoid creatures that live in mountains.  They often establish settlements in Dark Fortresses within regions touched by evil, though it may be hard for some to imagine that goblins are capable of building those obsidian monoliths.  They are also playable as adventurers.  They are a constant threat to any fortress.&lt;br /&gt;
&lt;br /&gt;
Goblins will start harassing a fortress early in its life, first with babysnatchers and ambushes, and later with {{L|siege}}s.  Goblin babysnatchers carry a bag for their purpose.  Their soldiers are commonly armed with {{L|copper}} and {{L|iron}} {{L|armor}} and {{L|weapon}}s.  Defeating a majority of an attacking force usually sends the rest of them running.&lt;br /&gt;
&lt;br /&gt;
Goblins show the least concern of {{L|ethics}} out of any race in game, with the sole exception being that treason is punishable by death. It appears that goblins do not enforce punishment, and instead simply ignore crimes and leave any punishment to be determined by the parties involved. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath breaking and torturing for fun acceptable or consider it a personal matter.&lt;br /&gt;
&lt;br /&gt;
Goblins are also always willing to attack other goblins lounging around at your fortress, and failed to 'take it over'.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, &amp;quot;goblin&amp;quot; settlements will sometimes be completely goblin free, having been displaced by the descendants of children that were captured in ages past.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=149526</id>
		<title>v0.31:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=149526"/>
		<updated>2011-05-22T20:06:32Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Scarring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default* colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''(* The [[color]] of wounds can be changed in {{L|Init.txt}}.)''&lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the {{L|hospital}} permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to {{L|haul}} items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate {{L|screw pump}}s.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
&lt;br /&gt;
The new cyan &amp;quot;Function loss&amp;quot; appears to be impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, signaling failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the specific dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. When crutch-walking bugs are fixed, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper spine (and possible middle?{{verify}}) this can include the lungs, so damage tends to lead to suffocation.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to heal spinal nerve damage, go into the {{L|raw file|raws}}, find the tissue_template_default and set [HEALING_RATE:100] to the NERVE_TEMPLATE.  Optionally, specify 2000 for a much slower rate; bone has a healing rate of 1000, so this will make nerve damage heal at half the speed of broken bones. However, this does not affect other nerves, as they apparently do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarves who sustain major injuries may never fully heal—the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. (Of varying degrees and types, {Tiny, very short, short, long, very long, massive, huge, ect.} {Jagged, Dent, Straight, ect.}) This may result in notes in the {{L|Health screen}} such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. It is unknown what effect this has. Possibly sometimes or always failing to use a two-handed item (eg. pick). Military dwarves with inhibited ability to grasp will not hold a weapon in the crippled arm. If one wants a crippled warrior to keep using weapon, the dwarf must be manually set not to use a shield. &amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt;&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=149525</id>
		<title>v0.31:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=149525"/>
		<updated>2011-05-22T20:03:34Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: /* Scarring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default* colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''(* The [[color]] of wounds can be changed in {{L|Init.txt}}.)''&lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the {{L|hospital}} permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to {{L|haul}} items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate {{L|screw pump}}s.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
&lt;br /&gt;
The new cyan &amp;quot;Function loss&amp;quot; appears to be impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, signaling failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the specific dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. When crutch-walking bugs are fixed, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper spine (and possible middle?{{verify}}) this can include the lungs, so damage tends to lead to suffocation.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to heal spinal nerve damage, go into the {{L|raw file|raws}}, find the tissue_template_default and set [HEALING_RATE:100] to the NERVE_TEMPLATE.  Optionally, specify 2000 for a much slower rate; bone has a healing rate of 1000, so this will make nerve damage heal at half the speed of broken bones. However, this does not affect other nerves, as they apparently do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarves who sustain major injuries may never fully heal—the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. (Of varying degrees and types, {Tiny, very short, massive, ect.} {Jagged, Dent, Straight, ect.} This may result in notes in the {{L|Health screen}} such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. It is unknown what effect this has. Possibly sometimes or always failing to use a two-handed item (eg. pick). Military dwarves with inhibited ability to grasp will not hold a weapon in the crippled arm. If one wants a crippled warrior to keep using weapon, the dwarf must be manually set not to use a shield. &amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt;&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lye&amp;diff=149524</id>
		<title>v0.31:Lye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lye&amp;diff=149524"/>
		<updated>2011-05-22T17:53:01Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{quality|Exceptional|09:47, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is made by a dwarf with the lye making {{L | labor}} enabled at an {{L | ashery}}, and requires 1 {{L | bar}} of {{L | ash}} and 1 {{L | bucket}}. Ash is made from {{L|wood}} by a wood burner at a wood furnace.&lt;br /&gt;
&lt;br /&gt;
Lye is used to make {{L | soap}} and {{L | potash}}, though potash can also be made directly from ash.&lt;br /&gt;
&lt;br /&gt;
In versions older than 0.31.19, lye has to be moved from buckets into a {{L|barrel}} to make soap. This is done automatically if you have a food stockpile with &amp;quot;misc. liquid&amp;quot; enabled, and a spare barrel.  In 0.31.19, a bucket of lye can be used directly; and lye that is in a stockpile cannot be used.&lt;br /&gt;
&lt;br /&gt;
If you order lye from your outpost liaison, lye will arrive in the next trade caravan. The lye will already be in barrels.&lt;br /&gt;
&lt;br /&gt;
Lye freezes in cold weather. You'll have to wait till it unfreezes in order to make soap. Magma helps unfreeze lye.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Sometimes, dwarves will use a bucket that already contains {{L|water}} when making lye.  The result will be a bucket containing both water and lye, which cannot be used for any purpose.  See {{L|soap}} for workaround suggestions.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|LYE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=149492</id>
		<title>v0.31:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=149492"/>
		<updated>2011-05-22T03:21:44Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:20, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor = Cleaning&lt;br /&gt;
| tasks =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cleaning''' is a type of {{l|labor}} used by dwarves in order to clean tiles. In order for dwarves to perform this task, it must be enabled inside the labor menu's Other Jobs tab. Cleaning is enabled by default in all dwarves.&lt;br /&gt;
&lt;br /&gt;
Though dwarves clean interior and non-muddied subterranean floors, they will not clean outside, and can track {{L|blood}}, ichor, and various hostile extracts across floors. Dwarves do clean melted ice off the beautiful {{L|ice|frozen}} (Inside) ground when ice melts in places where ice does melt. {{L|Rain}} will clean any tiles exposed to it (typically outdoors tiles,) and natural or generated {{L|mist}} will clean any creature passing through it and gradually wash the tile it is in.&lt;br /&gt;
&lt;br /&gt;
Defining a meeting area might get the dwarves to clean that area more often.  An effective way to get an area clean is to select a dwarf for the task, remove all their professions except Cleaning, and assign them to a small {{L|burrow}} designated around the area to be cleaned.  Burrowing a dwarf with only Cleaning assigned will keep an area much cleaner than it would remain on its own.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the Cleaning skill enabled occasionally clean themselves, using any water source, and soap if available (see bug below.) Any blood and other substances will be washed to the floor to spread to other dwarves and animals; barefoot creatures, like animals, children, and many dwarves, can become afflicted with possibly poisonous substances washed off another's body, clothing or weapons. A grating beneath the dwarf will permit washed substances to drain.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*There is currently a bug leading to spam of messages &amp;quot;cannot clean self&amp;quot; whenever soap is available; the only known workaround is to ensure that all of your soap is stored in chests in your hospital.&lt;br /&gt;
*&amp;quot;Clean&amp;quot; job uses underground/aboveground instead of inside/outside to determine what gets cleaned{{bug|1140}}&lt;br /&gt;
*Cleaning labor is not working{{bug|425}}&lt;br /&gt;
==Cleaning Your Dwarfs==&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Bathtub.PNG|thumb|right|A simple Dwarven Bathtub constructed out of {{L|microcline}}.  For style points, construct the ramps out of soap.]]&lt;br /&gt;
&lt;br /&gt;
Given the number of diseases carried by forgotten beasts and the risks of infection, it's a good idea to try to keep your dwarves clean.  This can be accomplished in a number of ways, such as by creating a {{L|waterfall}} in an area that your dwarves will walk through, or using complex [http://www.bay12forums.com/smf/index.php?topic=34407.0 mist generation schemes].  Perhaps the simplest way of all, though, is to make a [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]]:  just make a {{L|channel}} and fill it with 3/7 water via a {{L|Activity_zone#Pit.2FPond|pond zone}}, being careful to remove or deactivate the zone before it gets too full.  If you do it outdoors in one of the warmer biomes, build a roof over it so that the water tiles become {{DFtext|Inside|6:0}} to prevent evaporation.  Be careful not to put these outside in any biome which freezes, because freezing water will kill anyone in the tub when it freezes over.  They should be safe from freezing so long as all the tiles with water show up as {{DFtext|Subterranean|0:1}} when you look at them.  The warmer biomes don't have this worry.&lt;br /&gt;
&lt;br /&gt;
One of these across each fortress entrance, each cavern entrance and the hospital entrance will go a long way towards keeping contamination under control.  If you need to clean specific civilian dwarves, create a lever that does nothing at the end of a hallway on the far side of a Dwarven Bathtub, assign the lever to that dwarf (this part requires a {{L|Manager}} noble), and order the lever to be pulled.  This also works to clean contaminated pets, if you find the pet owner and order them to pull the lever. Unowned animals, of course, can just be butchered or thrown into the tub (change your pond zone to a pit zone and drop them in). Military dwarves can simply be stationed on the other side of the tub.&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=149491</id>
		<title>v0.31:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=149491"/>
		<updated>2011-05-22T03:11:05Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Smoothing''' rough {{L|stone}} is a simple way to increase the value of a {{L|room}}. Walls and floors become Smooth ''Material'' Wall/Floor when smoothed.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Smoothed 'natural' {{L|ice}} has diffrent names than regular smoothed items. The walls are 'straight' and floors are 'level'.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
First of all, in order to smooth stone, there needs to be a dwarf with the {{L|Engraver|Stone Detailing}} labor active. Secondly, the stone to be smoothed needs to be designated ({{k|d}}-&amp;gt;{{k|s}}).  Note that this can only be done with natural stone — soil cannot be smoothed, and {{L|construction}}s are already considered to be smooth for most purposes.&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a natural stone surface has been smoothed, it may be improved further by {{L|engraving}}. This increases the room value even more, but, unlike smoothing, has quality levels and thus should be performed only by skilled {{L|engraver}}s. Smoothed (but not engraved) walls can also be carved into {{L|fortification}}s, allowing ranged soldiers (including enemies) to fire through them, and passage of liquids.&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=149490</id>
		<title>v0.31:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=149490"/>
		<updated>2011-05-22T03:06:04Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:13, 11 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The process of engraving {{L|smoothing|smoothed}} {{L|wall}}s and {{L|floor}}s increases their value further, and gives them a {{L|quality}} level. Engravings made with a quality of well-crafted and higher will usually be in reference to previous events.  Unlike {{L|furniture}}, passing by an engraving won't give dwarves happy {{L|thought}}s.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Engraved 'natural' {{L|ice}} is called 'Sculpted Ice' and surprisingly, the floor can not have any {{L|Quality}} rating, while the wall can.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You cannot engrave surfaces that are constructed or not smooth. So before you can engrave anything, you need to make sure the {{l|engraver}}(s) have finished {{l|smoothing}} it. After that is complete, one may designate it to be engraved ({{k|d}}-&amp;gt;{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
As the process of engraving gives the surface a quality level, it is suggested that you utilize highly skilled engravers when possible to maximize the value of a room- ''except'' when you are creating rooms for a {{l|dwarf}} that will be affected by the {{l|dwarven economy}} when it comes into effect, as more valuable rooms are more difficult for them to pay for, and engraving everything may result in dwarves getting evicted from their homes.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Engravings can either be obscured or not obscured. If they are not obscured, the tile used to draw the engraved wall or floor will attempt to represent the content of the engraving. If they are obscured, they will look similar to smoothed stone. Sticklers for uniformity will likely want to make their engravings uniform. There are two ways to toggle obscured/not obscured:&lt;br /&gt;
&lt;br /&gt;
data/d_init.txt has an entry called [ENGRAVINGS_START_OBSCURED:YES/NO].&lt;br /&gt;
&lt;br /&gt;
While playing, one can designate engravings to be toggled ({{k|d}}-&amp;gt;{{k|v}}).&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality can be removed by placing and removing a {{L|construction}} or a paved {{L|road}}. Note that this will also revert the floor's material to that of the surrounding layer, so erasing low-quality engravings in high-value materials such as {{L|native platinum}} or {{L|star ruby}} may be counterproductive. Using this technique to erase a masterwork engraving will cause an unhappy {{L|thought}} in the artist who engraved it as will mining a wall with a masterpiece on it.&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rutherer&amp;diff=130927</id>
		<title>v0.31:Rutherer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rutherer&amp;diff=130927"/>
		<updated>2010-11-08T01:30:36Z</updated>

		<summary type="html">&lt;p&gt;RokRokRok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:52, 9 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Rutherer&lt;br /&gt;
|symbol=R|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean seas}}&amp;lt;br /&amp;gt;(Depth 2 - 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=3&lt;br /&gt;
|bone=37&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|ivory=1&lt;br /&gt;
|meat=90&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=6&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=10&lt;br /&gt;
|liver=3&lt;br /&gt;
|tripe=3&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=3&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge monster with an enormous tail, covered with thick fur.  They run on four legs and can be found deep under the earth.''&lt;br /&gt;
&lt;br /&gt;
'''Rutherers''' are very big and the value of their body parts is multiplied by three, making them a great target for your {{L|butcher}}s. Their size, however, coupled with the fact that they can appear in groups of two to three makes them a real danger to even experienced adventurers, bringing you to the ground with charges and then severely wounding you in one lasting way or another not being a very uncommon sight.&lt;br /&gt;
&lt;br /&gt;
They are tameable, but it requires a {{L|Dungeon Master}} noble. Rutherers can also accompany {{L|Goblin|goblins}} on {{L|siege}}s as mounts.&lt;br /&gt;
&lt;br /&gt;
They also *can* give birth to triplets.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RokRokRok</name></author>
	</entry>
</feed>